mitm001 5 年 前
コミット
c8432e8a8a

+ 1 - 1
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 <<jme3/advanced/hinges_and_joints#,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: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

@@ -1,11 +1,7 @@
 = Physics: Gravity, Collisions, Forces
-:author:
-:revnumber:
-:revdate: 2016/03/17 20:48
+:revnumber: 2.0
+:revdate: 2020/07/24
 :keywords: physics, documentation, control
-:relfileprefix: ../../
-:imagesdir: ../..
-ifdef::env-github,env-browser[:outfilesuffix: .adoc]
 
 
 A physics simulation is used in games and applications where objects are exposed to physical forces: Think of games like pool billiard and car racing simulators. Massive objects are pulled by gravity, forces cause objects to gain momentum, friction slows them down, solid objects collide and bounce off one another, etc. Action and Adventure games also make use of physics to implement solid obstacles, falling, and jumping.
@@ -600,7 +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 <<jme3/advanced/hinges_and_joints#,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: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.