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authorJAROWMR <jarorutjes07@gmail.com>2024-12-03 20:43:57 +0100
committerJAROWMR <jarorutjes07@gmail.com>2024-12-03 20:43:57 +0100
commit322e9a8ceaa8b2ce5d3e6056be4a9739817d47cf (patch)
treed5eee2597b7f61359b15d0f97b1f6537241ecd17 /src/crepe/Collider.h
parent668bd96c28c75a21c17c01d39553231be34be119 (diff)
improved comments
Diffstat (limited to 'src/crepe/Collider.h')
-rw-r--r--src/crepe/Collider.h12
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;
};