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author | Matthew Kosarek <mattkae@protonmail.com> | 2021-06-24 13:49:23 -0400 |
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committer | Matthew Kosarek <mattkae@protonmail.com> | 2021-06-24 13:49:23 -0400 |
commit | 410a072c3862481f729c293402ddd49c5ae98769 (patch) | |
tree | 6fbd4b31b355cd0228bd790415762b446dcd4ab3 /2d/rigidbody/rigidbody_1.html | |
parent | 0f1275d7ba1a7e3ad838423c15d78e23c960f80e (diff) |
(mkosarek) Decent enough discussion of 2d rotational forces
Diffstat (limited to '2d/rigidbody/rigidbody_1.html')
-rw-r--r-- | 2d/rigidbody/rigidbody_1.html | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/2d/rigidbody/rigidbody_1.html b/2d/rigidbody/rigidbody_1.html index 8e78972..79fd09b 100644 --- a/2d/rigidbody/rigidbody_1.html +++ b/2d/rigidbody/rigidbody_1.html @@ -103,7 +103,7 @@ </section> <section> - <h2>The Kinematics Data Structure</h2> + <h2>The Data Structure</h2> <p> Now that we have an understanding of these two fundamental fields of physics, we can begin setting up our rigidbody data structure. @@ -118,7 +118,7 @@ </p> </section> <section> - <h2>The Dynamics Functions</h2> + <h2>The Functions</h2> <p> Now, let's put that Rigidbody data structure to work! As I mentioned earlier, you can think of dynamics as the <i>input</i> to the system. What we're going to do now is add a way apply some sort of force to our rigidbody instantaneously. @@ -174,7 +174,7 @@ <span class="code_keyword">bool</span> isDead = false; }; -const <span class="code_keyword">int32</span> NUM_IMPULSES = 4; +<span class="code_keyword">const</span> <span class="code_keyword">int32</span> NUM_IMPULSES = 4; <span class="code_keyword">struct</span> Rigidbody { <span class="code_keyword">int32</span> numImpulses = 0; @@ -228,7 +228,7 @@ const <span class="code_keyword">int32</span> NUM_IMPULSES = 4; <span class="code_keyword">void</span> applyImpulse(Impulse i) { if (numImpulses > NUM_IMPULSES) { printf("Unable to apply impulse. Buffer full.\n"); - return; + <span class="code_keyword">return</span>; } activeImpulses[numImpulses] = i; |