diff options
Diffstat (limited to 'source/gameengine/Physics/common/PHY_Pro.h')
-rw-r--r-- | source/gameengine/Physics/common/PHY_Pro.h | 8 |
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? }; |