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Fixed broken link

Björn Ritzl 6 年之前
父节点
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d22a17b425
共有 1 个文件被更改,包括 4 次插入4 次删除
  1. 4 4
      docs/en/manuals/physics.md

+ 4 - 4
docs/en/manuals/physics.md

@@ -25,7 +25,7 @@ Triggers
 
 
 ## Adding a collision object component
 ## Adding a collision object component
 
 
-A collision object component has a set of *Properties* that sets its type and physics properties. It also contains one or more *Shapes* that define the 
+A collision object component has a set of *Properties* that sets its type and physics properties. It also contains one or more *Shapes* that define the
 
 
 To add a collision object component to a game object:
 To add a collision object component to a game object:
 
 
@@ -97,7 +97,7 @@ The *Mask* field can contain multiple group names, allowing for complex interact
 
 
 ## Tilesource collision shapes
 ## Tilesource collision shapes
 
 
-Defold includes a feature allowing you to easily generate physics shapes for a tile map. The [Tilemap manual](manuals/tilemap/) explains how to add collision groups to a tile source and assign tiles to collision groups.
+Defold includes a feature allowing you to easily generate physics shapes for a tile map. The [Tilemap manual](/manuals/tilemap/) explains how to add collision groups to a tile source and assign tiles to collision groups.
 
 
 To add collision to a tile map:
 To add collision to a tile map:
 
 
@@ -184,7 +184,7 @@ In a trigger collision `"collision_response"` messages are sent. In addition, tr
 
 
 Ray casts are used to read the physics world along a linear ray. To cast a ray into the physics world, you provide a start and end position as well as a set of collision groups to test against.
 Ray casts are used to read the physics world along a linear ray. To cast a ray into the physics world, you provide a start and end position as well as a set of collision groups to test against.
 
 
-If the ray hits a physics object, a `"ray_cast_response"` message is sent. If the ray misses, a `"ray_cast_missed"` message is sent. 
+If the ray hits a physics object, a `"ray_cast_response"` message is sent. If the ray misses, a `"ray_cast_missed"` message is sent.
 
 
 Rays intersect with dynamic, kinematic and static objects. They do not interact with triggers.
 Rays intersect with dynamic, kinematic and static objects. They do not interact with triggers.
 
 
@@ -272,7 +272,7 @@ function on_message(self, message_id, message, sender)
   if message_id == hash("contact_point_response") then
   if message_id == hash("contact_point_response") then
     -- Get the info needed to move out of collision. We might
     -- Get the info needed to move out of collision. We might
     -- get several contact points back and have to calculate
     -- get several contact points back and have to calculate
-    -- how to move out of all of them by accumulating a 
+    -- how to move out of all of them by accumulating a
     -- correction vector for this frame:
     -- correction vector for this frame:
     if message.distance > 0 then
     if message.distance > 0 then
       -- First, project the accumulated correction onto
       -- First, project the accumulated correction onto