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Update collision_and_intersection.adoc

Fixed broken table.
Fixed broken horizontal rule.
Commented out broken image link.
mitm001 9 lat temu
rodzic
commit
bc527ddf51

+ 3 - 1
src/docs/asciidoc/jme3/advanced/collision_and_intersection.adoc

@@ -21,6 +21,7 @@ The interface com.jme3.collision.Collidable declares one method that returns how
 *  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.
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 [cols="2", options="header"]
 |===
 
@@ -134,7 +135,7 @@ All fast-paced action and shooter games use BoundingVolumes as an optimization.
 
 Supported types:
 
-image::http://www.jmonkeyengine.com/jme/wiki-data/userref/capsule.png[Capsule,width="150",height="110",align="right"]
+// image::http://www.jmonkeyengine.com/jme/wiki-data/userref/capsule.png[Capsule,width="150",height="110",align="right"]
 
 
 *  Type.AABB = Axis-aligned bounding box, that means it doesn't rotate, which makes it less precise. A `com.jme3.bounding.BoundingBox` is an axis-aligned cuboid used as a container for a group of vertices of a piece of geometry. A BoundingBox has a center and extents from that center along the x, y and z axis. This is the default bounding volume, since it is fairly fast to generate and gives better accuracy than the bounding sphere.
@@ -183,6 +184,7 @@ These simple but powerful ray-surface intersection tests are called Ray Casting.
 
 
 Learn the details of how to implement <<jme3/advanced/mouse_picking#,Mouse Picking>> here.
+
 '''
 
 TODO: