From 1bb6eb9649761afd79e16effb7899ae79750a245 Mon Sep 17 00:00:00 2001 From: Irlan <-> Date: Tue, 17 Apr 2018 02:33:48 -0300 Subject: [PATCH] typos --- src/bounce/dynamics/shapes/hull_shape.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/src/bounce/dynamics/shapes/hull_shape.cpp b/src/bounce/dynamics/shapes/hull_shape.cpp index 96ddcb5..86e8997 100644 --- a/src/bounce/dynamics/shapes/hull_shape.cpp +++ b/src/bounce/dynamics/shapes/hull_shape.cpp @@ -95,7 +95,7 @@ void b3HullShape::ComputeMass(b3MassData* data, float32 density) const // We need to compute surface integrals, where the g above is to be integrated along a triangle. // Changing coordinates from (x, y, z) to (u, v) a formula for a integral along the triangle is // int(g(x(u, v), y(u, v), z(u, v)) * norm(cross(e1, e2)) * du * dv) - // where g is a parametrization for a triangle + // where x, y, and z are given from the parametrization for a triangle // x = x1 + e1x * u + e2x * v // y = y1 + e1y * u + e2y * v // z = z1 + e1z * u + e2z * v @@ -104,7 +104,7 @@ void b3HullShape::ComputeMass(b3MassData* data, float32 density) const // int(g * det(D) * du * dv) // where D is the Jacobian of the parametrization: // D = cross(e1, e2) - // We integrate x, y, and z over [0, 1 - v] and then over [0, 1]. + // We integrate g over [0, 1 - v] and then over [0, 1]. // Thus, using the fact that // N_k = D / norm(D),