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@@ -37,7 +37,7 @@ public:
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/// If mFrequency > 0 the constraint will be soft and mFrequency specifies the oscillation frequency in Hz and mDamping the damping ratio (0 = no damping, 1 = critical damping).
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/// If mFrequency <= 0, mDamping is ignored and the distance constraint will have hard limits (as hard as the time step / the number of velocity / position solver steps allows).
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- /// Note that if you set mDamping = 0, you will not get an infinite oscillation. Because we integrate physics using an explict Euler scheme, there is always energy loss.
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+ /// Note that if you set mDamping = 0, you will not get an infinite oscillation. Because we integrate physics using an explicit Euler scheme, there is always energy loss.
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/// This is done to keep the simulation from exploding, because with a damping of 0 and even the slightest rounding error, the oscillation could become bigger and bigger until the simluation explodes.
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float mFrequency = 0.0f;
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float mDamping = 0.0f;
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