diff --git a/Code/OysterPhysics3D/OysterPhysics3D.h b/Code/OysterPhysics3D/OysterPhysics3D.h index a5d58c0b..ad049907 100644 --- a/Code/OysterPhysics3D/OysterPhysics3D.h +++ b/Code/OysterPhysics3D/OysterPhysics3D.h @@ -112,12 +112,12 @@ namespace Oyster { namespace Physics3D } /****************************************************************** - * Returns the local impulse acceleration at localPos, of a mass in angular acceleration. + * Returns the world impulse acceleration at ( worldOffset = worldPos - body's center of gravity ), of a mass in angular acceleration. * @todo TODO: improve doc ******************************************************************/ - inline ::Oyster::Math::Float3 TangentialImpulseAcceleration( const ::Oyster::Math::Float4x4 &momentOfInertiaInversed, const ::Oyster::Math::Float3 &impulseTorque, const ::Oyster::Math::Float3 &localOffset ) + inline ::Oyster::Math::Float3 TangentialImpulseAcceleration( const ::Oyster::Math::Float4x4 &worldMomentOfInertiaInversed, const ::Oyster::Math::Float3 &worldImpulseTorque, const ::Oyster::Math::Float3 &worldOffset ) { - return AngularImpulseAcceleration( momentOfInertiaInversed, impulseTorque ).Cross( localOffset ); + return AngularImpulseAcceleration( worldMomentOfInertiaInversed, worldImpulseTorque ).Cross( worldOffset ); } /******************************************************************