Update documentation

This commit is contained in:
Daniel Chappuis 2020-05-27 13:32:30 +02:00
parent 834de3254b
commit 894be2d6db
4 changed files with 4 additions and 3 deletions

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@ -32,7 +32,7 @@ PROJECT_NAME = "ReactPhysics3D"
# This could be handy for archiving the generated documentation or
# if some version control system is used.
PROJECT_NUMBER = "0.7.1"
PROJECT_NUMBER = "0.8.0"
# Using the PROJECT_BRIEF tag one can provide an optional one line description
# for a project that appears at the top of each page and should give viewer

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@ -1016,7 +1016,8 @@ transform.getOpenGLMatrix(matrix);
\begin{sloppypar}
The inertia tensor of a \texttt{RigidBody} is a $3 \times 3$ matrix describing how the mass is distributed inside the rigid body which is
used to calculate its rotation. The inertia tensor depends on the mass and the shape of the body. There are two ways to set the inertia tensor of
used to calculate its rotation. The inertia tensor depends on the mass and the shape of the body. By default the local inertia tensor of a rigid body
is the identity matrix. There are two ways to set the inertia tensor of
a rigid body. First, you can set it directly using the \texttt{RigidBody::setLocalInertiaTensor()} method. Note that this will set the inertia tensor
of the body in local-space coordinates which is usually a diagonal matrix. This method takes a \texttt{Vector3} with the three diagonal entries of the
matrix. Secondly, the local inertia tensor can be computed automatically using the mass density, shape and transform of all the colliders of the body.

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@ -10,7 +10,7 @@
\vskip 1.3cm
{\Huge \@title\par}%
\vskip 0.3cm
{\Large Version: 0.7.1\par}%
{\Large Version: 0.8.0\par}%
\vskip 0.3cm
{\Large \@author\par}%
\vskip 2cm