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Added documentation & release notes for tapered capsule shape

Jorrit Rouwe 11 months ago
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3 changed files with 3 additions and 0 deletions
  1. 1 0
      Docs/Architecture.md
  2. 1 0
      Docs/ReleaseNotes.md
  3. 1 0
      README.md

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Docs/Architecture.md

@@ -88,6 +88,7 @@ Each body has a shape attached that determines the collision volume. The followi
 * [CapsuleShape](@ref CapsuleShape) - A capsule centered around zero.
 * [CapsuleShape](@ref CapsuleShape) - A capsule centered around zero.
 * [TaperedCapsuleShape](@ref TaperedCapsuleShape) - A capsule with different radii at the bottom and top.
 * [TaperedCapsuleShape](@ref TaperedCapsuleShape) - A capsule with different radii at the bottom and top.
 * [CylinderShape](@ref CylinderShape) - A cylinder shape. Note that cylinders are the least stable of all shapes, so use another shape if possible.
 * [CylinderShape](@ref CylinderShape) - A cylinder shape. Note that cylinders are the least stable of all shapes, so use another shape if possible.
+* [TaperedCylinderShape](@ref TaperedCylinderShape) - A cylinder with different radii at the bottom and top. Note that cylinders are the least stable of all shapes, so use another shape if possible.
 * [ConvexHullShape](@ref ConvexHullShape) - A convex hull defined by a set of points.
 * [ConvexHullShape](@ref ConvexHullShape) - A convex hull defined by a set of points.
 * [TriangleShape](@ref TriangleShape) - A single triangle. Use a MeshShape if you have multiple triangles.
 * [TriangleShape](@ref TriangleShape) - A single triangle. Use a MeshShape if you have multiple triangles.
 * [PlaneShape](@ref PlaneShape) - An infinite plane. Negative half space is considered solid.
 * [PlaneShape](@ref PlaneShape) - An infinite plane. Negative half space is considered solid.

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Docs/ReleaseNotes.md

@@ -7,6 +7,7 @@ For breaking API changes see [this document](https://github.com/jrouwe/JoltPhysi
 ### New functionality
 ### New functionality
 
 
 * Added PlaneShape. An infinite plane. Negative half space is considered solid.
 * Added PlaneShape. An infinite plane. Negative half space is considered solid.
+* Added TaperedCylinderShape. A cylinder with different top and bottom radii.
 * Use MeshShapeSettings::mPerTriangleUserData at about 25% memory increase to get per triangle user data through MeshShape::GetTriangleUserData
 * Use MeshShapeSettings::mPerTriangleUserData at about 25% memory increase to get per triangle user data through MeshShape::GetTriangleUserData
 * Added Shape::GetLeafShape function to be able to get a leaf shape given a sub shape ID
 * Added Shape::GetLeafShape function to be able to get a leaf shape given a sub shape ID
 * Added HeightFieldShape::GetSubShapeCoordinates to get the triangle coordinates of a particular sub shape ID
 * Added HeightFieldShape::GetSubShapeCoordinates to get the triangle coordinates of a particular sub shape ID

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README.md

@@ -37,6 +37,7 @@ Why create yet another physics engine? Firstly, it has been a personal learning
 	* Capsule
 	* Capsule
 	* Tapered-capsule
 	* Tapered-capsule
 	* Cylinder
 	* Cylinder
+	* Tapered-cylinder
 	* Convex hull
 	* Convex hull
 	* Plane
 	* Plane
 	* Compound
 	* Compound