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@@ -39,7 +39,7 @@ public:
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Vec3 mContactPointOn1; ///< Contact point on shape 1 (in world space)
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Vec3 mContactPointOn2; ///< Contact point on shape 2 (in world space)
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- Vec3 mPenetrationAxis; ///< Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless, in world space)
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+ Vec3 mPenetrationAxis; ///< Direction to move shape 2 out of collision along the shortest path (magnitude is meaningless, in world space). You can use -mPenetrationAxis.Normalized() as contact normal.
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float mPenetrationDepth; ///< Penetration depth (move shape 2 by this distance to resolve the collision)
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SubShapeID mSubShapeID1; ///< Sub shape ID that identifies the face on shape 1
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SubShapeID mSubShapeID2; ///< Sub shape ID that identifies the face on shape 2
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