Update user manual and change log
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#Changelog
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## Version 0.7.0 (March, 2018)
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## Version 0.7.0 (April, 2018)
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### Added
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- Quaternion constructor with Euler angles has been removed. The Quaternion::fromEulerAngles() method should be used instead.
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- Cylinder and Cone collision shapes have been removed. The ConvexMeshShape collision shape should be used instead.
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- The ProxyShape::setLocalScaling() method has been removed. The ConvexMeshShape, ConcaveMeshShape and HeightFieldShape
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collision shapes can be scaled directly.
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### Fixed
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@ -961,6 +961,9 @@ convexMeshShape = new rp3d::ConvexMeshShape(polyhedronMesh);
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When you specify the vertices for each face of your convex mesh, be careful with their order. The vertices of a face must be specified in counter clockwise order
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as seen from the outside of your convex mesh. \\
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You can also specify a scaling factor in the constructor when you create a \texttt{ConvexMeshShape}. All the vertices of your mesh will be scaled from the origin by this factor
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when used in the collision shape. \\
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Note that collision detection with a \texttt{ConvexMeshShape} is more expensive than with a \texttt{SphereShape} or a \texttt{CapsuleShape}. \\
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\subsection{Concave Mesh Shape}
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@ -1021,6 +1024,9 @@ ConcaveMeshShape* concaveMesh = new rp3d::ConcaveMeshShape(&triangleMesh);
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When you specify the vertices for each triangle face of your mesh, be careful with the order of the vertices. They must be specified in counter clockwise order
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as seen from the outside of your mesh. \\
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You can also specify a scaling factor in the constructor when you create a \texttt{ConcaveMeshShape}. All the vertices of your mesh will be scaled from the origin by this factor
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when used in the collision shape. \\
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In the previous example, the vertex normals that are needed for collision detection are automatically computed. However, if you want to specify your own
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vertex normals, you can do it by using another constructor for the \texttt{TriangleVertexArray}. \\
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@ -1070,6 +1076,9 @@ maxHeight, heightValues, rp3d::HeightFieldShape::HEIGHT_FLOAT_TYPE);
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they exist during the lifetime of the \texttt{HeightFieldShape} and you must not forget to release their memory when you
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destroy the collision shape or at the end of your application. \\
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You can also specify a scaling factor in the constructor when you create a \texttt{HeightFieldShape}. All the vertices of your mesh will be scaled from the origin by this factor
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when used in the collision shape. \\
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When creating a \texttt{HeightFieldShape}, the origin of the shape will be at the center of its bounding volume.
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Therefore, if you create a \texttt{HeightFieldShape} with a minimum height of 100 and a maximum height of 500, the
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maximum coordinates of the shape on the Y axis will be 200 and the minimum coordinates will be -200.
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