mitm001 il y a 5 ans
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71d9a99f5f

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docs/modules/physics/pages/control/ragdoll.adoc

@@ -4,7 +4,7 @@
 :keywords: documentation, physics, character, NPC, forces, collisions
 
 
-The jMonkeyEngine3 has built-in support for link:http://jbullet.advel.cz[jBullet physics] via the `com.jme3.bullet` package. Physics are not only responsible for handing collisions, but they also make xref:hinges_and_joints.adoc[hinges and joints] possible. One special example of physical joints are ragdoll physics, shown here.
+The jMonkeyEngine3 has built-in support for link:http://jbullet.advel.cz[jBullet physics] via the `com.jme3.bullet` package. Physics are not only responsible for handing collisions, but they also make xref:joint/hinges_and_joints.adoc[hinges and joints] possible. One special example of physical joints are ragdoll physics, shown here.
 
 
 image::control/ragdoll.png[ragdoll.png,width="",height="",align="center"]

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docs/modules/physics/pages/physics.adoc

@@ -596,7 +596,7 @@ setKinematic(false);
 
 *  Kinematics are solid and characters can "`stand`" on them.
 *  When they collide, Kinematics push dynamic objects, but a dynamic object never pushes a Kinematic.
-*  You can hang kinematics up "`in mid-air`" and attach other PhysicsControls to them using xref:hinges_and_joints.adoc[hinges and joints]. Picture them as "`air hooks`" for flying aircraft carriers, floating islands in the clouds, suspension bridges, swings, chains…
+*  You can hang kinematics up "`in mid-air`" and attach other PhysicsControls to them using xref:joint/hinges_and_joints.adoc[hinges and joints]. Picture them as "`air hooks`" for flying aircraft carriers, floating islands in the clouds, suspension bridges, swings, chains…
 *  You can use Kinematics to create mobile remote-controlled physical objects, such as moving elevator platforms, flying blimps/airships. You have full control how Kinematics move, they never "`fall`" or "`topple`" over.