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Added BetterCharacterControl to table.

mitm 6 年之前
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共有 1 個文件被更改,包括 6 次插入2 次删除
  1. 6 2
      src/docs/asciidoc/jme3/advanced/physics.adoc

+ 6 - 2
src/docs/asciidoc/jme3/advanced/physics.adoc

@@ -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