Update documentation
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@ -32,7 +32,7 @@ PROJECT_NAME = "ReactPhysics3D"
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# This could be handy for archiving the generated documentation or
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# This could be handy for archiving the generated documentation or
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# if some version control system is used.
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# if some version control system is used.
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PROJECT_NUMBER = "0.7.1"
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PROJECT_NUMBER = "0.8.0"
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# Using the PROJECT_BRIEF tag one can provide an optional one line description
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# for a project that appears at the top of each page and should give viewer
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# 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);
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\begin{sloppypar}
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\begin{sloppypar}
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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
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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
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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
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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
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is the identity matrix. There are two ways to set the inertia tensor of
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a rigid body. First, you can set it directly using the \texttt{RigidBody::setLocalInertiaTensor()} method. Note that this will set the inertia tensor
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a rigid body. First, you can set it directly using the \texttt{RigidBody::setLocalInertiaTensor()} method. Note that this will set the inertia tensor
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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
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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
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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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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 @@
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\vskip 1.3cm
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\vskip 1.3cm
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{\Huge \@title\par}%
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{\Huge \@title\par}%
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\vskip 0.3cm
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\vskip 0.3cm
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{\Large Version: 0.7.1\par}%
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{\Large Version: 0.8.0\par}%
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\vskip 0.3cm
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\vskip 0.3cm
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{\Large \@author\par}%
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{\Large \@author\par}%
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\vskip 2cm
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\vskip 2cm
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