Merge pull request #520 from waywardmonkeys/doc-fixes
docs: Minor fixes.
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@@ -1,8 +1,8 @@
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//! Arena adapted from the generational-arena crate.
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//!
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//! See https://github.com/fitzgen/generational-arena/blob/master/src/lib.rs.
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//! See <https://github.com/fitzgen/generational-arena/blob/master/src/lib.rs>.
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//! This has been modified to have a fully deterministic deserialization (including for the order of
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//! Index attribution after a deserialization of the arena.
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//! Index attribution after a deserialization of the arena).
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use parry::partitioning::IndexedData;
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use std::cmp;
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use std::iter::{self, Extend, FromIterator, FusedIterator};
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@@ -397,7 +397,7 @@ impl RigidBody {
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/// Sets the rigid-body's additional mass.
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///
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/// The total angular inertia of the rigid-body will be scaled automatically based on this
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/// additional mass. If this scaling effect isn’t desired, use [`Self::additional_mass_properties`]
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/// additional mass. If this scaling effect isn’t desired, use [`Self::set_additional_mass_properties`]
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/// instead of this method.
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///
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/// This is only the "additional" mass because the total mass of the rigid-body is
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@@ -430,7 +430,7 @@ impl RigidBodyVelocity {
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/// Converts a slice to a rigid-body velocity.
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///
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/// The slice must contain at least 3 elements: the `slice[0..2] contains
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/// The slice must contain at least 3 elements: the `slice[0..2]` contains
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/// the linear velocity and the `slice[2]` contains the angular velocity.
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#[must_use]
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#[cfg(feature = "dim2")]
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@@ -443,7 +443,7 @@ impl RigidBodyVelocity {
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/// Converts a slice to a rigid-body velocity.
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///
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/// The slice must contain at least 6 elements: the `slice[0..3] contains
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/// The slice must contain at least 6 elements: the `slice[0..3]` contains
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/// the linear velocity and the `slice[3..6]` contains the angular velocity.
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#[must_use]
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#[cfg(feature = "dim3")]
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@@ -481,7 +481,7 @@ impl RigidBodyVelocity {
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/// This velocity seen as a vector.
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///
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/// The linear part is stored first.
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/// The linear part is stored first.
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#[inline]
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#[cfg(feature = "dim2")]
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pub fn as_vector(&self) -> &na::Vector3<Real> {
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@@ -490,7 +490,7 @@ impl RigidBodyVelocity {
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/// This velocity seen as a mutable vector.
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///
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/// The linear part is stored first.
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/// The linear part is stored first.
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#[inline]
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#[cfg(feature = "dim2")]
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pub fn as_vector_mut(&mut self) -> &mut na::Vector3<Real> {
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@@ -499,7 +499,7 @@ impl RigidBodyVelocity {
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/// This velocity seen as a vector.
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///
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/// The linear part is stored first.
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/// The linear part is stored first.
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#[inline]
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#[cfg(feature = "dim3")]
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pub fn as_vector(&self) -> &na::Vector6<Real> {
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@@ -508,7 +508,7 @@ impl RigidBodyVelocity {
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/// This velocity seen as a mutable vector.
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///
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/// The linear part is stored first.
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/// The linear part is stored first.
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#[inline]
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#[cfg(feature = "dim3")]
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pub fn as_vector_mut(&mut self) -> &mut na::Vector6<Real> {
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@@ -136,7 +136,7 @@ pub enum ColliderMassProps {
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/// The collider is given a density.
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///
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/// Its actual `MassProperties` are computed automatically with
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/// the help of [`SharedShape::mass_properties`].
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/// the help of [`Shape::mass_properties`].
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Density(Real),
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/// The collider is given a mass.
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///
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@@ -178,7 +178,7 @@ impl NarrowPhase {
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///
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/// If this returns `None`, there is no contact between the two colliders.
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/// If this returns `Some`, then there may be a contact between the two colliders. Check the
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/// result [`ContactPair::has_any_active_collider`] method to see if there is an actual contact.
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/// result [`ContactPair::has_any_active_contact`] method to see if there is an actual contact.
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pub fn contact_pair_unknown_gen(&self, collider1: u32, collider2: u32) -> Option<&ContactPair> {
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let id1 = self.graph_indices.get_unknown_gen(collider1)?;
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let id2 = self.graph_indices.get_unknown_gen(collider2)?;
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@@ -191,7 +191,7 @@ impl NarrowPhase {
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///
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/// If this returns `None`, there is no contact between the two colliders.
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/// If this returns `Some`, then there may be a contact between the two colliders. Check the
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/// result [`ContactPair::has_any_active_collider`] method to see if there is an actual contact.
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/// result [`ContactPair::has_any_active_contact`] method to see if there is an actual contact.
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pub fn contact_pair(
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&self,
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collider1: ColliderHandle,
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