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Diffstat (limited to 'source/gameengine/Physics/common/PHY_Pro.h')
-rw-r--r--source/gameengine/Physics/common/PHY_Pro.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/gameengine/Physics/common/PHY_Pro.h b/source/gameengine/Physics/common/PHY_Pro.h
index bfe574e73cb..632cd9bb9fb 100644
--- a/source/gameengine/Physics/common/PHY_Pro.h
+++ b/source/gameengine/Physics/common/PHY_Pro.h
@@ -37,15 +37,15 @@
// Properties of dynamic objects
struct PHY_ShapeProps {
MT_Scalar m_mass; // Total mass
- MT_Scalar m_inertia; // Inertia, should be a tensor some time
+ MT_Scalar m_inertia; // Inertia, should be a tensor some time
MT_Scalar m_lin_drag; // Linear drag (air, water) 0 = concrete, 1 = vacuum, inverted and called dampening in blenders UI
MT_Scalar m_ang_drag; // Angular drag, inverted and called dampening in blenders UI
- MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
+ MT_Scalar m_friction_scaling[3]; // Scaling for anisotropic friction. Component in range [0, 1]
MT_Scalar m_clamp_vel_min; // Clamp the minimum velocity, this ensures an object moves at a minimum speed unless its stationary
MT_Scalar m_clamp_vel_max; // Clamp max velocity
MT_Scalar m_clamp_angvel_min; // Clamp the minimum angular velocity.
MT_Scalar m_clamp_angvel_max; // Clamp the maximum angular velocity.
- bool m_do_anisotropic; // Should I do anisotropic friction?
+ bool m_do_anisotropic; // Should I do anisotropic friction?
bool m_do_fh; // Should the object have a linear Fh spring?
bool m_do_rot_fh; // Should the object have an angular Fh spring?
MT_Scalar m_step_height; // Max height of climbable steps (Character)
@@ -61,7 +61,7 @@ struct PHY_MaterialProps {
MT_Scalar m_friction; // Coulomb friction (= ratio between the normal en maximum friction force)
MT_Scalar m_fh_spring; // Spring constant (both linear and angular)
MT_Scalar m_fh_damping; // Damping factor (linear and angular) in range [0, 1]
- MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
+ MT_Scalar m_fh_distance; // The range above the surface where Fh is active.
bool m_fh_normal; // Should the object slide off slopes?
};