|
@@ -115,7 +115,7 @@ For each Spatial that you want to be physical:
|
|
|
. Add the PhysicsControl to its Spatial.
|
|
|
. Add the PhysicsControl to the PhysicsSpace.
|
|
|
. Attach the Spatial to the rootNode (as usual).
|
|
|
-. (Optional) Implement the `PhysicsCollisionListener` interface to respond to `PhysicsCollisionEvent`s.
|
|
|
+. (Optional) Implement the `PhysicsCollisionListener` interface to respond to `PhysicsCollisionEvent`pass:[s].
|
|
|
|
|
|
Let's look at the details:
|
|
|
|
|
@@ -124,7 +124,7 @@ Let's look at the details:
|
|
|
|
|
|
A CollisionShape is a simplified shape for which physics are easier to calculate than for the true shape of the model. This simplication approach speeds up the simulation greatly.
|
|
|
|
|
|
-Before you can create a Physics Control, you must create a CollisionShape from the `com.jme3.bullet.collision.shapes` package. (Read the tip under “PhysicsControls Code Samples how to use default CollisionShapes for Boxes and Spheres.)
|
|
|
+Before you can create a Physics Control, you must create a CollisionShape from the `com.jme3.bullet.collision.shapes` package. (Read the tip under "`Physics Controls Code Samples`" on how to use default CollisionShapes for Boxes and Spheres.)
|
|
|
[cols="25,40,35", options="header"]
|
|
|
|===
|
|
|
|
|
@@ -313,6 +313,10 @@ a|CharacterControl
|
|
|
a|Special Control used for <<jme3/advanced/walking_character#,Walking Character>>s.
|
|
|
a|Upright walking persons, animals, robots…
|
|
|
|
|
|
+a|BetterCharacterControl
|
|
|
+a|Special Control used for <<jme3/advanced/walking_character#,Walking Character>>s.
|
|
|
+a|Upright walking persons, animals, robots. Replaces CharacterControl.
|
|
|
+
|
|
|
a|RagDollControl
|
|
|
a|Special Control used for <<jme3/advanced/ragdoll#,collapsing, flailing, or falling characters>>
|
|
|
a|Falling persons, animals, robots, “Rag dolls
|