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@@ -117,7 +117,7 @@ public:
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/// Insideness is tested by counting the amount of triangles encountered when casting an infinite ray from inPoint. If the number of hits is odd we're inside, if it's even we're outside.
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virtual void CollidePoint(Vec3Arg inPoint, const SubShapeIDCreator &inSubShapeIDCreator, CollidePointCollector &ioCollector, const ShapeFilter &inShapeFilter = { }) const override;
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- // See: Shape::ColideSoftBodyVertices
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+ // See: Shape::CollideSoftBodyVertices
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virtual void CollideSoftBodyVertices(Mat44Arg inCenterOfMassTransform, Vec3Arg inScale, SoftBodyVertex *ioVertices, uint inNumVertices, float inDeltaTime, Vec3Arg inDisplacementDueToGravity, int inCollidingShapeIndex) const override;
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// See Shape::GetTrianglesStart
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