diff --git a/src/bounce/dynamics/shapes/hull_shape.cpp b/src/bounce/dynamics/shapes/hull_shape.cpp index 1799e2f..d5f1165 100644 --- a/src/bounce/dynamics/shapes/hull_shape.cpp +++ b/src/bounce/dynamics/shapes/hull_shape.cpp @@ -87,7 +87,7 @@ void b3HullShape::ComputeMass(b3MassData* data, float32 density) const // Thus, where the boundary representation is simply a set of n triangles, // we can compute these integrals by summing all the integrals for each triangle // of the polyhedron. - // int(dV) = sum(int(dot(F, N_k) * dS)), k..n. + // int(f(x, y, z) * dV) = sum(int(dot(F, N_k) * dS)), k..n. // If the normal N_k is constant over the triangle and s is an axis in the direction of F, // we can bring N_k outside the integral // int(dV) = sum(dot(N_k, s) * int(f(x, y, z) * dS)), k..n.