Update user manual
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@ -924,8 +924,7 @@ float factor = accumulator / timeStep;
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\begin{lstlisting}
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// Compute the interpolated transform of the rigid body
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform,
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currTransform, factor);
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform, currTransform, factor);
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\end{lstlisting}
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\vspace{0.6cm}
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@ -967,8 +966,7 @@ decimal factor = accumulator / timeStep;
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Transform currTransform = body->getTransform();
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// Compute the interpolated transform of the rigid body
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform,
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currTransform, factor);
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Transform interpolatedTransform = Transform::interpolateTransforms(prevTransform, currTransform, factor);
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// Now you can render your body using the interpolated transform here
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@ -2053,51 +2051,6 @@ bool isHit = collider->raycast(ray, raycastInfo);
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the ReactPhysics3D library. Do not hesitate to take a look at the code of the demo scenes to better understand how
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to use the library in your application. \\
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The following subsections describe the demo scenes that can be found in the testbed application.
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\subsection{Cubes Scene}
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In this scene, you will see how to create a floor and some cubes using the Box Shape for collision detection. Because of gravity,
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the cubes will fall down on the floor. After falling down, the cubes will come to rest and start sleeping (become inactive). In this scene,
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the cubes will become red as they get inactive (sleeping).
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\subsection{Cubes Stack Scene}
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This scene has a physics world and a pyramid of cubes.
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\subsection{Joints Scene}
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In this scene, you will learn how to create different joints (ball and socket, hinge, slider, fixed) into the physics world. You can also see how
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to set the motor or limits of the joints.
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\subsection{Collision Shapes Scene}
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In this scene, you will see how to create a floor (using the Box Shape) and some other bodies using the different collision shapes available
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in the ReactPhysics3D library like capsules, spheres, boxes and convex meshes. Those bodies will fall down to the floor.
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\subsection{Heightfield Scene}
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In this scene, you will see how to use the Height field collision shape of the library. Several bodies will fall
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down to the height field.
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\subsection{Raycast Scene}
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In this scene, you will see how to use the ray casting methods of the library. Several rays are thrown against the different collision shapes.
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It is possible to switch from a collision shape to another using the spacebar key.
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\subsection{Collision Detection Scene}
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This scene has a physics world and several collision bodies that can be move around with keyboard keys. This scene shows how to manually compute
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collision detection in a physics world.
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\subsection{Concave Mesh Scene}
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In this scene, you will see how to use the static concave mesh collision shape of the library.
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\subsection{Pile Scene}
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This demo is basically a pile of many bodies with different types of shapes.
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\section{Receiving Feedback}
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\label{sec:receiving_feedback}
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