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author | JAROWMR <jarorutjes07@gmail.com> | 2024-12-03 20:43:57 +0100 |
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committer | JAROWMR <jarorutjes07@gmail.com> | 2024-12-03 20:43:57 +0100 |
commit | 322e9a8ceaa8b2ce5d3e6056be4a9739817d47cf (patch) | |
tree | d5eee2597b7f61359b15d0f97b1f6537241ecd17 /src/crepe/Collider.h | |
parent | 668bd96c28c75a21c17c01d39553231be34be119 (diff) |
improved comments
Diffstat (limited to 'src/crepe/Collider.h')
-rw-r--r-- | src/crepe/Collider.h | 12 |
1 files changed, 1 insertions, 11 deletions
diff --git a/src/crepe/Collider.h b/src/crepe/Collider.h index f5f53d2..b3a09fb 100644 --- a/src/crepe/Collider.h +++ b/src/crepe/Collider.h @@ -14,18 +14,8 @@ public: * \brief Offset of the collider relative to the rigidbody position. * * The `offset` defines the positional shift applied to the collider relative to the position of the rigidbody it is attached to. - * This allows the collider to be placed at a different position than the rigidbody, which can be useful for scenarios - * where the collider's position needs to differ from the rigidbody's center, such as in non-centered colliders. + * This allows the collider to be placed at a different position than the rigidbody. * - * - The `offset` is typically used when the collider is not meant to be centered exactly on the rigidbody's position. - * - For example, the collider might need to be shifted to account for an object with an asymmetrical shape or for objects - * where the pivot point of the rigidbody is different from the collider's center. - * - * When multiple colliders are added to the same object (e.g., a character with separate body parts or a vehicle with multiple zones), - * the offset is important for properly positioning each collider relative to the rigidbody, allowing accurate collision detection. - * - * - Multiple colliders can be used on the same object, and each can have its own unique offset. - * - Overlap between colliders is allowed and does not impact performance. */ vec2 offset; }; |