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authorMatthew Kosarek <matthew.kosarek@vention.cc>2021-02-27 17:32:32 -0500
committerMatthew Kosarek <matthew.kosarek@vention.cc>2021-02-27 17:32:32 -0500
commitd1b528b01796601c2bfea7b1a9813e5907e1c728 (patch)
tree77e2200e930fcad2166edf1e3d31d4cd1211db56 /frontend/2d/_rigidbody/rigidbody_2.js
parent026abdb98ad30209df0e88795f25b1f74556585e (diff)
Close to being done on line-circle collisions, but it appears we're running into a rotation problem. Going to work on square-line collisions in the meantime
Diffstat (limited to 'frontend/2d/_rigidbody/rigidbody_2.js')
-rw-r--r--frontend/2d/_rigidbody/rigidbody_2.js2
1 files changed, 1 insertions, 1 deletions
diff --git a/frontend/2d/_rigidbody/rigidbody_2.js b/frontend/2d/_rigidbody/rigidbody_2.js
index 4632b11..76d8047 100644
--- a/frontend/2d/_rigidbody/rigidbody_2.js
+++ b/frontend/2d/_rigidbody/rigidbody_2.js
@@ -43,7 +43,7 @@
// Angular code starts here
// Retrieve the moment of inertia for our shape (Ours is a circle by default)
- const lMomentOfInertia = getMomentOfInertia(lCircle);
+ const lMomentOfInertia = getCircleMomentOfInertia(lCircle);
// Calculate the angular acceperation (omega = T / I)
const lAngularAcceleration = lCircle.torque / lMomentOfInertia;