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Typo in comment (#794)

Alex 1 year ago
parent
commit
ed4cd13581
1 changed files with 2 additions and 2 deletions
  1. 2 2
      Jolt/Physics/Character/CharacterVirtual.h

+ 2 - 2
Jolt/Physics/Character/CharacterVirtual.h

@@ -32,7 +32,7 @@ public:
 
 	///@name Movement settings
 	EBackFaceMode						mBackFaceMode = EBackFaceMode::CollideWithBackFaces;	///< When colliding with back faces, the character will not be able to move through back facing triangles. Use this if you have triangles that need to collide on both sides.
-	float								mPredictiveContactDistance = 0.1f;						///< How far to scan outside of the shape for predictive contacts. A value of 0 will most likely cause the character to get stuck as it properly calculate a sliding direction anymore. A value that's too high will cause ghost collisions.
+	float								mPredictiveContactDistance = 0.1f;						///< How far to scan outside of the shape for predictive contacts. A value of 0 will most likely cause the character to get stuck as it cannot properly calculate a sliding direction anymore. A value that's too high will cause ghost collisions.
 	uint								mMaxCollisionIterations = 5;							///< Max amount of collision loops
 	uint								mMaxConstraintIterations = 15;							///< How often to try stepping in the constraint solving
 	float								mMinTimeRemaining = 1.0e-4f;							///< Early out condition: If this much time is left to simulate we are done
@@ -437,7 +437,7 @@ private:
 
 	// Movement settings
 	EBackFaceMode						mBackFaceMode;											// When colliding with back faces, the character will not be able to move through back facing triangles. Use this if you have triangles that need to collide on both sides.
-	float								mPredictiveContactDistance;								// How far to scan outside of the shape for predictive contacts. A value of 0 will most likely cause the character to get stuck as it properly calculate a sliding direction anymore. A value that's too high will cause ghost collisions.
+	float								mPredictiveContactDistance;								// How far to scan outside of the shape for predictive contacts. A value of 0 will most likely cause the character to get stuck as it cannot properly calculate a sliding direction anymore. A value that's too high will cause ghost collisions.
 	uint								mMaxCollisionIterations;								// Max amount of collision loops
 	uint								mMaxConstraintIterations;								// How often to try stepping in the constraint solving
 	float								mMinTimeRemaining;										// Early out condition: If this much time is left to simulate we are done