mitm001 5 年 前
コミット
9b38b8fc67

+ 4 - 4
docs/modules/ROOT/pages/jme3/advanced/bullet_pitfalls.adoc

@@ -1,6 +1,6 @@
 = Bullet Physics Pitfalls
-:author: 
-:revnumber: 
+:author:
+:revnumber:
 :revdate: 2016/03/17 20:48
 :relfileprefix: ../../
 :imagesdir: ../..
@@ -18,7 +18,7 @@ Bullet physics is not without its problems. Unfortunately, many of those are out
 
 == Ghost Control AABB Collision only
 
-As the javadoc for link:http://jmonkeyengine.org/javadoc/com/jme3/bullet/objects/PhysicsGhostObject.html[PhysicsObjectControl] says, the ghost object collision detection uses AABB (Axis-aligned bounding box) collision only, regardless of the collision shape it has been assigned.
+As the javadoc for link:{link-javadoc}/com/jme3/bullet/objects/PhysicsGhostObject.html[PhysicsObjectControl] says, the ghost object collision detection uses AABB (Axis-aligned bounding box) collision only, regardless of the collision shape it has been assigned.
 
 *Workaround:*+
 Please use PhysicsSpace.sweepTest() instead, or kinematic physics objects with link:http://jmonkeyengine.org/javadoc/com/jme3/bullet/PhysicsSpace.html#addCollisionListener(com.jme3.bullet.collision.PhysicsCollisionListener)[collision listeners].
@@ -26,7 +26,7 @@ Please use PhysicsSpace.sweepTest() instead, or kinematic physics objects with l
 
 == Rigid bodies fall through ground
 
-This usually happens if the ground physics object has large triangles or consists of a large BoxCollisionShape. 
+This usually happens if the ground physics object has large triangles or consists of a large BoxCollisionShape.
 
 *Workaround:*+