Merge pull request #520 from waywardmonkeys/doc-fixes

docs: Minor fixes.
This commit is contained in:
Sébastien Crozet
2023-09-09 12:56:46 +02:00
committed by GitHub
5 changed files with 12 additions and 12 deletions

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@@ -1,8 +1,8 @@
//! Arena adapted from the generational-arena crate.
//!
//! See https://github.com/fitzgen/generational-arena/blob/master/src/lib.rs.
//! See <https://github.com/fitzgen/generational-arena/blob/master/src/lib.rs>.
//! This has been modified to have a fully deterministic deserialization (including for the order of
//! Index attribution after a deserialization of the arena.
//! Index attribution after a deserialization of the arena).
use parry::partitioning::IndexedData;
use std::cmp;
use std::iter::{self, Extend, FromIterator, FusedIterator};

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@@ -397,7 +397,7 @@ impl RigidBody {
/// Sets the rigid-body's additional mass.
///
/// The total angular inertia of the rigid-body will be scaled automatically based on this
/// additional mass. If this scaling effect isnt desired, use [`Self::additional_mass_properties`]
/// additional mass. If this scaling effect isnt desired, use [`Self::set_additional_mass_properties`]
/// instead of this method.
///
/// 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 {
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 3 elements: the `slice[0..2] contains
/// The slice must contain at least 3 elements: the `slice[0..2]` contains
/// the linear velocity and the `slice[2]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim2")]
@@ -443,7 +443,7 @@ impl RigidBodyVelocity {
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 6 elements: the `slice[0..3] contains
/// The slice must contain at least 6 elements: the `slice[0..3]` contains
/// the linear velocity and the `slice[3..6]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim3")]
@@ -481,7 +481,7 @@ impl RigidBodyVelocity {
/// This velocity seen as a vector.
///
/// The linear part is stored first.
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector(&self) -> &na::Vector3<Real> {
@@ -490,7 +490,7 @@ impl RigidBodyVelocity {
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector3<Real> {
@@ -499,7 +499,7 @@ impl RigidBodyVelocity {
/// This velocity seen as a vector.
///
/// The linear part is stored first.
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector(&self) -> &na::Vector6<Real> {
@@ -508,7 +508,7 @@ impl RigidBodyVelocity {
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector6<Real> {

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@@ -136,7 +136,7 @@ pub enum ColliderMassProps {
/// The collider is given a density.
///
/// Its actual `MassProperties` are computed automatically with
/// the help of [`SharedShape::mass_properties`].
/// the help of [`Shape::mass_properties`].
Density(Real),
/// The collider is given a mass.
///

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@@ -178,7 +178,7 @@ impl NarrowPhase {
///
/// If this returns `None`, there is no contact between the two colliders.
/// If this returns `Some`, then there may be a contact between the two colliders. Check the
/// result [`ContactPair::has_any_active_collider`] method to see if there is an actual contact.
/// result [`ContactPair::has_any_active_contact`] method to see if there is an actual contact.
pub fn contact_pair_unknown_gen(&self, collider1: u32, collider2: u32) -> Option<&ContactPair> {
let id1 = self.graph_indices.get_unknown_gen(collider1)?;
let id2 = self.graph_indices.get_unknown_gen(collider2)?;
@@ -191,7 +191,7 @@ impl NarrowPhase {
///
/// If this returns `None`, there is no contact between the two colliders.
/// If this returns `Some`, then there may be a contact between the two colliders. Check the
/// result [`ContactPair::has_any_active_collider`] method to see if there is an actual contact.
/// result [`ContactPair::has_any_active_contact`] method to see if there is an actual contact.
pub fn contact_pair(
&self,
collider1: ColliderHandle,