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author | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-02-27 17:32:32 -0500 |
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committer | Matthew Kosarek <matthew.kosarek@vention.cc> | 2021-02-27 17:32:32 -0500 |
commit | d1b528b01796601c2bfea7b1a9813e5907e1c728 (patch) | |
tree | 77e2200e930fcad2166edf1e3d31d4cd1211db56 /frontend/2d/_rigidbody/rigidbody_2.js | |
parent | 026abdb98ad30209df0e88795f25b1f74556585e (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.js | 2 |
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; |