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@@ -62,7 +62,7 @@ public:
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inline float GetLinearDamping() const { return mLinearDamping; }
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void SetLinearDamping(float inLinearDamping) { JPH_ASSERT(inLinearDamping >= 0.0f); mLinearDamping = inLinearDamping; }
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- /// Get angular damping: dw/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
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+ /// Get angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
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inline float GetAngularDamping() const { return mAngularDamping; }
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void SetAngularDamping(float inAngularDamping) { JPH_ASSERT(inAngularDamping >= 0.0f); mAngularDamping = inAngularDamping; }
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@@ -146,7 +146,7 @@ private:
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Float3 mTorque; ///< Accumulated world space torque (N m). Note loaded through intrinsics so ensure that the 4 bytes after this are readable!
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float mInvMass; ///< Inverse mass of the object (1/kg)
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float mLinearDamping; ///< Linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
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- float mAngularDamping; ///< Angular damping: dw/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
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+ float mAngularDamping; ///< Angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
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float mMaxLinearVelocity; ///< Maximum linear velocity that this body can reach (m/s)
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float mMaxAngularVelocity; ///< Maximum angular velocity that this body can reach (rad/s)
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float mGravityFactor; ///< Factor to multiply gravity with
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