diff --git a/documentation/UserManual/ReactPhysics3D-UserManual.pdf b/documentation/UserManual/ReactPhysics3D-UserManual.pdf index c8db0274..a9a2ccd9 100644 Binary files a/documentation/UserManual/ReactPhysics3D-UserManual.pdf and b/documentation/UserManual/ReactPhysics3D-UserManual.pdf differ diff --git a/documentation/UserManual/ReactPhysics3D-UserManual.tex b/documentation/UserManual/ReactPhysics3D-UserManual.tex index 2586d4c7..6cbfa05e 100644 --- a/documentation/UserManual/ReactPhysics3D-UserManual.tex +++ b/documentation/UserManual/ReactPhysics3D-UserManual.tex @@ -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}