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@@ -71,7 +71,7 @@ void SoftBodyBullet::update_rendering_server(RenderingServerHandler *p_rendering
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return;
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}
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- /// Update visual server vertices
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+ /// Update rendering server vertices
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const btSoftBody::tNodeArray &nodes(bt_soft_body->m_nodes);
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const int nodes_count = nodes.size();
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@@ -298,11 +298,11 @@ bool SoftBodyBullet::set_trimesh_body_shape(Vector<int> p_indices, Vector<Vector
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ERR_FAIL_COND_V(p_indices.is_empty(), false);
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ERR_FAIL_COND_V(p_vertices.is_empty(), false);
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- /// Parse visual server indices to physical indices.
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- /// Merge all overlapping vertices and create a map of physical vertices to visual server
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+ /// Parse rendering server indices to physical indices.
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+ /// Merge all overlapping vertices and create a map of physical vertices to rendering server
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{
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- /// This is the map of visual server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
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+ /// This is the map of rendering server indices to physics indices (So it's the inverse of idices_map), Thanks to it I don't need make a heavy search in the indices_map
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Vector<int> vs_indices_to_physics_table;
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{ // Map vertices
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