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Merge pull request #39 from mitm001/patch-8

Update collision_and_intersection.adoc
David Bernard hace 9 años
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src/docs/asciidoc/jme3/advanced/collision_and_intersection.adoc

@@ -19,7 +19,8 @@ Non-physical collision detection is interesting because it uses less computing r
 The interface com.jme3.collision.Collidable declares one method that returns how many collisions were found between two Collidables: `collideWith(Collidable other, CollisionResults results)`.
 The interface com.jme3.collision.Collidable declares one method that returns how many collisions were found between two Collidables: `collideWith(Collidable other, CollisionResults results)`.
 
 
 *  A `com.jme3.collision.CollisionResults` object is an ArrayList of comparable `com.jme3.collision.CollisionResult` objects.
 *  A `com.jme3.collision.CollisionResults` object is an ArrayList of comparable `com.jme3.collision.CollisionResult` objects.
-*  You can iterate over the CollisionResults to identify the other parties involved in the collision. +Note that jME counts _all_ collisions, this means a ray intersecting a box will be counted as two hits, one on the front where the ray enters, and one on the back where the ray exits.
+*  You can iterate over the CollisionResults to identify the other parties involved in the collision. +
+Note that jME counts _all_ collisions, this means a ray intersecting a box will be counted as two hits, one on the front where the ray enters, and one on the back where the ray exits.
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@@ -162,7 +163,7 @@ mesh.updateBound();
 
 
 == Mesh and Scene Graph Collision
 == Mesh and Scene Graph Collision
 
 
-One of the supported `Collidable`s are meshes and scene graph objects. To execute a collision detection query against a scene graph, use `Spatial.collideWith()`. This will traverse the scene graph and return any mesh collisions that were detected. Note that the first collision against a particular scene graph may take a long time, this is because a special data structure called link:http://en.wikipedia.org/wiki/Bounding_interval_hierarchy[|Bounding Interval Hierarchy (BIH)] needs to be generated for the meshes. At a later point, the mesh could change and the BIH tree would become out of date, in that case, call link:http://jmonkeyengine.org/javadoc/com/jme3/scene/Mesh.html#createCollisionData()[Mesh.createCollisionData()] on the changed mesh to update the BIH tree.
+One of the supported `Collidable`s are meshes and scene graph objects. To execute a collision detection query against a scene graph, use `Spatial.collideWith()`. This will traverse the scene graph and return any mesh collisions that were detected. Note that the first collision against a particular scene graph may take a long time, this is because a special data structure called link:http://en.wikipedia.org/wiki/Bounding_interval_hierarchy[|Bounding Interval Hierarchy (BIH)] needs to be generated for the meshes. At a later point, the mesh could change and the BIH tree would become out of date, in that case, call link:http://javadoc.jmonkeyengine.org/com/jme3/scene/Mesh.html#createCollisionData--[Mesh.createCollisionData()] on the changed mesh to update the BIH tree.
 
 
 
 
 == Intersection
 == Intersection