diff --git a/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h b/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h index 2478b9580..e284da00e 100644 --- a/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h +++ b/src/BulletDynamics/ConstraintSolver/btConeTwistConstraint.h @@ -295,7 +295,7 @@ public: void enableMotor(bool b) { m_bMotorEnabled = b; } bool isMotorEnabled() const { return m_bMotorEnabled; } btScalar getMaxMotorImpulse() const { return m_maxMotorImpulse; } - bool IsMaxMotorImpulseNormalized() const { return m_bNormalizedMotorStrength; } + bool isMaxMotorImpulseNormalized() const { return m_bNormalizedMotorStrength; } void setMaxMotorImpulse(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = false; } void setMaxMotorImpulseNormalized(btScalar maxMotorImpulse) { m_maxMotorImpulse = maxMotorImpulse; m_bNormalizedMotorStrength = true; } @@ -307,7 +307,7 @@ public: // note: if q violates the joint limits, the internal target is clamped to avoid conflicting impulses (very bad for stability) // note: don't forget to enableMotor() void setMotorTarget(const btQuaternion &q); - const btQuaternion& getMotorTarget() const [ return m_qTarget; ] + const btQuaternion& getMotorTarget() const { return m_qTarget; } // same as above, but q is the desired rotation of frameA wrt frameB in constraint space void setMotorTargetInConstraintSpace(const btQuaternion &q);