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@@ -32,7 +32,7 @@ public:
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///@name Movement settings
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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.
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- 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.
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+ 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.
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uint mMaxCollisionIterations = 5; ///< Max amount of collision loops
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uint mMaxConstraintIterations = 15; ///< How often to try stepping in the constraint solving
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float mMinTimeRemaining = 1.0e-4f; ///< Early out condition: If this much time is left to simulate we are done
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@@ -437,7 +437,7 @@ private:
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// Movement settings
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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.
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- 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.
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+ 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.
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uint mMaxCollisionIterations; // Max amount of collision loops
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uint mMaxConstraintIterations; // How often to try stepping in the constraint solving
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float mMinTimeRemaining; // Early out condition: If this much time is left to simulate we are done
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