Browse Source

Various doc fixes reported in #80

Josip Miskovic 3 years ago
parent
commit
01e983587c

+ 2 - 1
api/lovr/headset/init.lua

@@ -4,7 +4,8 @@ return {
   description = [[
   description = [[
     The `lovr.headset` module is where all the magical VR functionality is.  With it, you can access
     The `lovr.headset` module is where all the magical VR functionality is.  With it, you can access
     connected VR hardware and get information about the available space the player has.  Note that
     connected VR hardware and get information about the available space the player has.  Note that
-    all units are reported in meters.  Position `(0, 0, 0)` is the center of the play area.
+    all units are reported in meters.  Position `(0, 0, 0)` is on the floor in the center of the play
+    area.
   ]],
   ]],
   sections = {
   sections = {
     {
     {

+ 1 - 1
api/lovr/math/Mat4/target.lua

@@ -3,7 +3,7 @@ return {
   description = [[
   description = [[
     Sets a model transform matrix that moves to `from` and orients model towards `to` point.
     Sets a model transform matrix that moves to `from` and orients model towards `to` point.
 
 
-    This is used when rendered model should always point torwards a point of interest. The
+    This is used when rendered model should always point towards a point of interest. The
     resulting Mat4 object can be used as model pose.
     resulting Mat4 object can be used as model pose.
 
 
     The target() function produces same result as lookAt() after matrix inversion.
     The target() function produces same result as lookAt() after matrix inversion.

+ 1 - 1
api/lovr/math/Vec4/length.lua

@@ -12,7 +12,7 @@ return {
   notes = [[
   notes = [[
     The length is equivalent to this:
     The length is equivalent to this:
 
 
-        math.sqrt(v.x * v.x + v.y * v.y * v.z + v.z + v.w * v.w)
+        math.sqrt(v.x * v.x + v.y * v.y + v.z * v.z + v.w * v.w)
   ]],
   ]],
   related = {
   related = {
     'Vec4:normalize',
     'Vec4:normalize',

+ 1 - 1
api/lovr/physics/Collider/applyTorque.lua

@@ -21,7 +21,7 @@ return {
   returns = {},
   returns = {},
   notes = [[
   notes = [[
     If the Collider is asleep, it will need to be woken up with `Collider:setAwake` for this
     If the Collider is asleep, it will need to be woken up with `Collider:setAwake` for this
-    function to have any affect.
+    function to have any effect.
   ]],
   ]],
   related = {
   related = {
     'Collider:applyForce'
     'Collider:applyForce'

+ 1 - 0
api/lovr/physics/Collider/init.lua

@@ -10,5 +10,6 @@ return {
     'World:newCapsuleCollider',
     'World:newCapsuleCollider',
     'World:newCylinderCollider',
     'World:newCylinderCollider',
     'World:newSphereCollider'
     'World:newSphereCollider'
+    'World:newMeshCollider'
   }
   }
 }
 }

+ 0 - 0
api/lovr/physics/SphereShape/getDimensions.lua → api/lovr/physics/SphereShape/getRadius.lua


+ 0 - 0
api/lovr/physics/SphereShape/setDimensions.lua → api/lovr/physics/SphereShape/setRadius.lua


+ 1 - 1
api/lovr/physics/World/overlaps.lua

@@ -3,7 +3,7 @@ return {
   summary = 'Iterate over pairs of nearby shapes.',
   summary = 'Iterate over pairs of nearby shapes.',
   description = [[
   description = [[
     Returns an iterator that can be used to iterate over "overlaps", or potential collisions between
     Returns an iterator that can be used to iterate over "overlaps", or potential collisions between
-    pairs of shapes in the World.  This should be called after using `World:detectOverlaps` to
+    pairs of shapes in the World.  This should be called after using `World:computeOverlaps` to
     compute the list of overlaps. Usually this is called automatically by `World:update`.
     compute the list of overlaps. Usually this is called automatically by `World:update`.
   ]],
   ]],
   arguments = {},
   arguments = {},