Update user manual

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Daniel Chappuis 2022-01-01 15:05:07 +01:00
parent d5f3ffd855
commit 71ae2d00b8
2 changed files with 2 additions and 49 deletions

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