Jorrit Rouwe 4 år sedan
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2 ändrade filer med 3 tillägg och 3 borttagningar
  1. 1 1
      Jolt/Physics/Body/BodyCreationSettings.h
  2. 2 2
      Jolt/Physics/Body/MotionProperties.h

+ 1 - 1
Jolt/Physics/Body/BodyCreationSettings.h

@@ -93,7 +93,7 @@ public:
 	float					mFriction = 0.2f;												///< Friction of the body (dimensionless number, usually between 0 and 1, 0 = no friction, 1 = friction force equals force that presses the two bodies together)
 	float					mRestitution = 0.0f;											///< Restitution of body (dimensionless number, usually between 0 and 1, 0 = completely inelastic collision response, 1 = completely elastic collision response)
 	float					mLinearDamping = 0.05f;											///< Linear damping: dv/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
-	float					mAngularDamping = 0.05f;										///< Angular damping: dw/dt = -c * v. c must be between 0 and 1 but is usually close to 0.
+	float					mAngularDamping = 0.05f;										///< Angular damping: dw/dt = -c * w. c must be between 0 and 1 but is usually close to 0.
 	float					mMaxLinearVelocity = 500.0f;									///< Maximum linear velocity that this body can reach (m/s)
 	float					mMaxAngularVelocity = 0.25f * JPH_PI * 60.0f;					///< Maximum angular velocity that this body can reach (rad/s)
 	float					mGravityFactor = 1.0f;											///< Value to multiply gravity with for this body

+ 2 - 2
Jolt/Physics/Body/MotionProperties.h

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