Spelling fix: on-way -> one-way
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@@ -56,7 +56,7 @@ enum btRigidBodyFlags
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///There are 3 types of rigid bodies:
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///There are 3 types of rigid bodies:
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///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
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///- A) Dynamic rigid bodies, with positive mass. Motion is controlled by rigid body dynamics.
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///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
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///- B) Fixed objects with zero mass. They are not moving (basically collision objects)
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///- C) Kinematic objects, which are objects without mass, but the user can move them. There is on-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
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///- C) Kinematic objects, which are objects without mass, but the user can move them. There is one-way interaction, and Bullet calculates a velocity based on the timestep and previous and current world transform.
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///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
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///Bullet automatically deactivates dynamic rigid bodies, when the velocity is below a threshold for a given time.
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///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)
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///Deactivated (sleeping) rigid bodies don't take any processing time, except a minor broadphase collision detection impact (to allow active objects to activate/wake up sleeping objects)
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class btRigidBody : public btCollisionObject
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class btRigidBody : public btCollisionObject
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