Jelajahi Sumber

Fixed typo

Fixes #978
Jorrit Rouwe 1 tahun lalu
induk
melakukan
a185cf78d3
2 mengubah file dengan 7 tambahan dan 7 penghapusan
  1. 5 5
      Jolt/Physics/Body/Body.h
  2. 2 2
      Jolt/Physics/Body/MotionProperties.h

+ 5 - 5
Jolt/Physics/Body/Body.h

@@ -170,19 +170,19 @@ public:
 	/// Velocity of point inPoint (in world space, e.g. on the surface of the body) of the body (unit: m/s)
 	inline Vec3				GetPointVelocity(RVec3Arg inPoint) const						{ JPH_ASSERT(BodyAccess::sCheckRights(BodyAccess::sPositionAccess, BodyAccess::EAccess::Read)); return GetPointVelocityCOM(Vec3(inPoint - mPosition)); }
 
-	/// Add force (unit: N) at center of mass for the next time step, will be reset after the next call to PhysicsSimulation::Update
+	/// Add force (unit: N) at center of mass for the next time step, will be reset after the next call to PhysicsSystem::Update
 	inline void				AddForce(Vec3Arg inForce)										{ JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mForce) + inForce).StoreFloat3(&mMotionProperties->mForce); }
 
-	/// Add force (unit: N) at inPosition for the next time step, will be reset after the next call to PhysicsSimulation::Update
+	/// Add force (unit: N) at inPosition for the next time step, will be reset after the next call to PhysicsSystem::Update
 	inline void				AddForce(Vec3Arg inForce, RVec3Arg inPosition);
 
-	/// Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSimulation::Update
+	/// Add torque (unit: N m) for the next time step, will be reset after the next call to PhysicsSystem::Update
 	inline void				AddTorque(Vec3Arg inTorque)										{ JPH_ASSERT(IsDynamic()); (Vec3::sLoadFloat3Unsafe(mMotionProperties->mTorque) + inTorque).StoreFloat3(&mMotionProperties->mTorque); }
 
-	// Get the total amount of force applied to the center of mass this time step (through AddForce calls). Note that it will reset to zero after PhysicsSimulation::Update.
+	// Get the total amount of force applied to the center of mass this time step (through AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
 	inline Vec3				GetAccumulatedForce() const										{ JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedForce(); }
 
-	// Get the total amount of torque applied to the center of mass this time step (through AddForce/AddTorque calls). Note that it will reset to zero after PhysicsSimulation::Update.
+	// Get the total amount of torque applied to the center of mass this time step (through AddForce/AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
 	inline Vec3				GetAccumulatedTorque() const									{ JPH_ASSERT(IsDynamic()); return mMotionProperties->GetAccumulatedTorque(); }
 
 	// Reset the total accumulated force, not that this will be done automatically after every time step.

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

@@ -128,10 +128,10 @@ public:
 	/// Velocity of point inPoint (in center of mass space, e.g. on the surface of the body) of the body (unit: m/s)
 	JPH_INLINE Vec3			GetPointVelocityCOM(Vec3Arg inPointRelativeToCOM) const			{ return mLinearVelocity + mAngularVelocity.Cross(inPointRelativeToCOM); }
 
-	// Get the total amount of force applied to the center of mass this time step (through Body::AddForce calls). Note that it will reset to zero after PhysicsSimulation::Update.
+	// Get the total amount of force applied to the center of mass this time step (through Body::AddForce calls). Note that it will reset to zero after PhysicsSystem::Update.
 	JPH_INLINE Vec3			GetAccumulatedForce() const										{ return Vec3::sLoadFloat3Unsafe(mForce); }
 
-	// Get the total amount of torque applied to the center of mass this time step (through Body::AddForce/Body::AddTorque calls). Note that it will reset to zero after PhysicsSimulation::Update.
+	// Get the total amount of torque applied to the center of mass this time step (through Body::AddForce/Body::AddTorque calls). Note that it will reset to zero after PhysicsSystem::Update.
 	JPH_INLINE Vec3			GetAccumulatedTorque() const									{ return Vec3::sLoadFloat3Unsafe(mTorque); }
 
 	// Reset the total accumulated force, not that this will be done automatically after every time step.