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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
 	///@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.
 	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								mMaxCollisionIterations = 5;							///< Max amount of collision loops
 	uint								mMaxConstraintIterations = 15;							///< How often to try stepping in the constraint solving
 	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
 	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
 	// 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.
 	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								mMaxCollisionIterations;								// Max amount of collision loops
 	uint								mMaxConstraintIterations;								// How often to try stepping in the constraint solving
 	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
 	float								mMinTimeRemaining;										// Early out condition: If this much time is left to simulate we are done