@@ -26,7 +26,7 @@ typedef struct b2Hull b2Hull;
2626 */
2727
2828/// The maximum number of vertices on a convex polygon. Changing this affects performance even if you
29- /// don't use more vertices.
29+ /// don't use more vertices.
3030#define b2_maxPolygonVertices 8
3131
3232/// Low level ray-cast input data
@@ -43,8 +43,8 @@ typedef struct b2RayCastInput
4343} b2RayCastInput ;
4444
4545/// Low level shape cast input in generic form. This allows casting an arbitrary point
46- /// cloud wrap with a radius. For example, a circle is a single point with a non-zero radius.
47- /// A capsule is two points with a non-zero radius. A box is four points with a zero radius.
46+ /// cloud wrap with a radius. For example, a circle is a single point with a non-zero radius.
47+ /// A capsule is two points with a non-zero radius. A box is four points with a zero radius.
4848typedef struct b2ShapeCastInput
4949{
5050 /// A point cloud to cast
@@ -106,7 +106,7 @@ typedef struct b2Circle
106106} b2Circle ;
107107
108108/// A solid capsule can be viewed as two semicircles connected
109- /// by a rectangle.
109+ /// by a rectangle.
110110typedef struct b2Capsule
111111{
112112 /// Local center of the first semicircle
@@ -123,8 +123,8 @@ typedef struct b2Capsule
123123/// the left of each edge.
124124/// Polygons have a maximum number of vertices equal to b2_maxPolygonVertices.
125125/// In most cases you should not need many vertices for a convex polygon.
126- /// @warning DO NOT fill this out manually, instead use a helper function like
127- /// b2MakePolygon or b2MakeBox.
126+ /// @warning DO NOT fill this out manually, instead use a helper function like
127+ /// b2MakePolygon or b2MakeBox.
128128typedef struct b2Polygon
129129{
130130 /// The polygon vertices
@@ -263,7 +263,7 @@ B2_API b2CastOutput b2ShapeCastSegment( const b2ShapeCastInput* input, const b2S
263263B2_API b2CastOutput b2ShapeCastPolygon ( const b2ShapeCastInput * input , const b2Polygon * shape );
264264
265265/// A convex hull. Used to create convex polygons.
266- /// @warning Do not modify these values directly, instead use b2ComputeHull()
266+ /// @warning Do not modify these values directly, instead use b2ComputeHull()
267267typedef struct b2Hull
268268{
269269 /// The final points of the hull
@@ -280,7 +280,7 @@ typedef struct b2Hull
280280/// - less than 3 points
281281/// - more than b2_maxPolygonVertices points
282282/// This welds close points and removes collinear points.
283- /// @warning Do not modify a hull once it has been computed
283+ /// @warning Do not modify a hull once it has been computed
284284B2_API b2Hull b2ComputeHull ( const b2Vec2 * points , int32_t count );
285285
286286/// This determines if a hull is valid. Checks for:
@@ -337,7 +337,7 @@ typedef struct b2DistanceProxy
337337} b2DistanceProxy ;
338338
339339/// Used to warm start b2Distance. Set count to zero on first call or
340- /// use zero initialization.
340+ /// use zero initialization.
341341typedef struct b2DistanceCache
342342{
343343 /// The number of stored simplex points
@@ -401,7 +401,7 @@ typedef struct b2Simplex
401401
402402/// Compute the closest points between two shapes represented as point clouds.
403403/// b2DistanceCache cache is input/output. On the first call set b2DistanceCache.count to zero.
404- /// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
404+ /// The underlying GJK algorithm may be debugged by passing in debug simplexes and capacity. You may pass in NULL and 0 for these.
405405B2_API b2DistanceOutput b2ShapeDistance ( b2DistanceCache * cache , const b2DistanceInput * input , b2Simplex * simplexes ,
406406 int simplexCapacity );
407407
@@ -484,15 +484,15 @@ B2_API b2TOIOutput b2TimeOfImpact( const b2TOIInput* input );
484484typedef struct b2ManifoldPoint
485485{
486486 /// Location of the contact point in world space. Subject to precision loss at large coordinates.
487- /// @note Should only be used for debugging.
487+ /// @note Should only be used for debugging.
488488 b2Vec2 point ;
489489
490490 /// Location of the contact point relative to bodyA's origin in world space
491- /// @note When used internally to the Box2D solver, this is relative to the center of mass.
491+ /// @note When used internally to the Box2D solver, this is relative to the center of mass.
492492 b2Vec2 anchorA ;
493493
494494 /// Location of the contact point relative to bodyB's origin in world space
495- /// @note When used internally to the Box2D solver, this is relative to the center of mass.
495+ /// @note When used internally to the Box2D solver, this is relative to the center of mass.
496496 b2Vec2 anchorB ;
497497
498498 /// The separation of the contact point, negative if penetrating
@@ -505,7 +505,7 @@ typedef struct b2ManifoldPoint
505505 float tangentImpulse ;
506506
507507 /// The maximum normal impulse applied during sub-stepping
508- /// This could be a bool to indicate the point is confirmed (may be a speculative point)
508+ /// This could be a bool to indicate the point is confirmed (may be a speculative point)
509509 float maxNormalImpulse ;
510510
511511 /// Relative normal velocity pre-solve. Used for hit events. If the normal impulse is
@@ -603,7 +603,7 @@ B2_API b2Manifold b2CollideChainSegmentAndPolygon( const b2ChainSegment* segment
603603#define b2_defaultCategoryBits ( 1 )
604604
605605/// Convenience mask bits to use when you don't need collision filtering and just want
606- /// all results.
606+ /// all results.
607607#define b2_defaultMaskBits ( UINT64_MAX )
608608
609609/// A node in the dynamic tree. This is private data placed here for performance reasons.
@@ -720,12 +720,12 @@ typedef float b2TreeRayCastCallbackFcn( const b2RayCastInput* input, int32_t pro
720720/// The callback also performs the any collision filtering. This has performance
721721/// roughly equal to k * log(n), where k is the number of collisions and n is the
722722/// number of proxies in the tree.
723- /// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
724- /// @param tree the dynamic tree to ray cast
723+ /// Bit-wise filtering using mask bits can greatly improve performance in some scenarios.
724+ /// @param tree the dynamic tree to ray cast
725725/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1)
726- /// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0;`
726+ /// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0;`
727727/// @param callback a callback class that is called for each proxy that is hit by the ray
728- /// @param context user context that is passed to the callback
728+ /// @param context user context that is passed to the callback
729729B2_API void b2DynamicTree_RayCast ( const b2DynamicTree * tree , const b2RayCastInput * input , uint64_t maskBits ,
730730 b2TreeRayCastCallbackFcn * callback , void * context );
731731
@@ -741,11 +741,11 @@ typedef float b2TreeShapeCastCallbackFcn( const b2ShapeCastInput* input, int32_t
741741/// The callback also performs the any collision filtering. This has performance
742742/// roughly equal to k * log(n), where k is the number of collisions and n is the
743743/// number of proxies in the tree.
744- /// @param tree the dynamic tree to ray cast
744+ /// @param tree the dynamic tree to ray cast
745745/// @param input the ray-cast input data. The ray extends from p1 to p1 + maxFraction * (p2 - p1).
746- /// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0;`
746+ /// @param maskBits filter bits: `bool accept = (maskBits & node->categoryBits) != 0;`
747747/// @param callback a callback class that is called for each proxy that is hit by the shape
748- /// @param context user context that is passed to the callback
748+ /// @param context user context that is passed to the callback
749749B2_API void b2DynamicTree_ShapeCast ( const b2DynamicTree * tree , const b2ShapeCastInput * input , uint64_t maskBits ,
750750 b2TreeShapeCastCallbackFcn * callback , void * context );
751751
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