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author_AG <gennariarmando@outlook.com>2019-07-07 09:21:44 +0200
committerGitHub <noreply@github.com>2019-07-07 09:21:44 +0200
commit0ac6d0515e1ba703da2c0f742d91e7b550feac06 (patch)
tree2a5b1fc5511841acb443636b5a9b560d7aca5f2b /src/entities/Physical.h
parentLil update. (diff)
parentsome work on vehicles (diff)
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Diffstat (limited to 'src/entities/Physical.h')
-rw-r--r--src/entities/Physical.h6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/entities/Physical.h b/src/entities/Physical.h
index 7776da92..0f517cf3 100644
--- a/src/entities/Physical.h
+++ b/src/entities/Physical.h
@@ -109,9 +109,9 @@ public:
// Force actually means Impulse here
void ApplyMoveForce(float jx, float jy, float jz);
void ApplyMoveForce(const CVector &j) { ApplyMoveForce(j.x, j.y, j.z); }
- // v(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
- void ApplyTurnForce(float jx, float jy, float jz, float rx, float ry, float rz);
- // v is direction of force, p is point relative to model center where force is applied
+ // j(x,y,z) is direction of force, p(x,y,z) is point relative to model center where force is applied
+ void ApplyTurnForce(float jx, float jy, float jz, float px, float py, float pz);
+ // j is direction of force, p is point relative to model center where force is applied
void ApplyTurnForce(const CVector &j, const CVector &p) { ApplyTurnForce(j.x, j.y, j.z, p.x, p.y, p.z); }
void ApplyFrictionMoveForce(float jx, float jy, float jz);
void ApplyFrictionMoveForce(const CVector &j) { ApplyFrictionMoveForce(j.x, j.y, j.z); }