@@ -98,33 +98,43 @@ type [<NoEquality; NoComparison>] BodyUserObject =
9898 Constants.PrettyPrinter.DefaultThresholdMin,
9999 Constants.PrettyPrinter.SimpleThresholdMax) >]
100100type Substance =
101+
101102 /// Density is calculated from dividing constant mass by volume.
102103 | Mass of Mass : single
103- /// Mass is calculated from multiplying constant density with volume.
104+
105+ /// Mass is calculated from multiplying constant density with volume (may be approximate).
104106 | Density of Density : single
105107
106108/// Describe the form of collision detection to use.
107109type CollisionDetection =
110+
108111 /// Use discrete collision detection.
109112 /// This is the fastest form of collision detection, but fast-moving objects may tunnel through other
110113 /// objects without detecting a collision.
111114 | Discontinuous
115+
112116 /// Use continuous collision detection.
113117 /// This form of collision detection is slower, but fast-moving objects will not tunnel through other
114118 /// objects without detecting a collision.
115119 | Continuous
116120
117121/// Describes the physical profile of a complex body.
118122type Profile =
123+
119124 /// A convex shape.
120125 /// This shape is defined by a body that forms a convex hull.
126+ /// Moderately efficient but accurate enough for many cases.
121127 | Convex
128+
122129 /// A concave shape.
123130 /// This shape is defined by a body may form a concave hull.
124- // TODO: Should this case be specified to require points to be formatted as groups of 3 to form triangles even for user defined 2D and 3D engines?
131+ /// Least efficient but often more accurate.
132+ /// TODO: should this case be specified to require points to be formatted as groups of 3 to form triangles even for user-defined 2D and 3D engines?
125133 | Concave
134+
126135 /// A simplified axis-aligned bounds.
127136 /// This shape is defined by a bounding box around a body.
137+ /// Most efficient but least accurate.
128138 | Bounds
129139
130140/// The shape of a physics body box.
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