From b062819e75989dc983e7f9287292ef17dc2223a8 Mon Sep 17 00:00:00 2001 From: David Gilbert <gilbert@vr.rwth-aachen.de> Date: Tue, 31 Oct 2023 09:13:02 +0100 Subject: [PATCH] docs(navigation): small typo fixes --- Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp index 14fa63ff..1fcabf5b 100644 --- a/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp +++ b/Source/RWTHVRToolkit/Private/Pawn/VRPawnMovement.cpp @@ -174,7 +174,7 @@ void UVRPawnMovement::MoveOutOfNewDynamicCollisions() FVector ResolveDirection = 1.5f * ResolveDirectionOptional.GetValue(); //scale it up for security distance UpdatedComponent->AddWorldOffset(ResolveDirection); - //invalidate the last collision-free position, since apparently something change so ew got into this collision + //invalidate the last collision-free position, since apparently something changed so we got into this collision LastCollisionFreeCapsulePosition.Reset(); } } @@ -183,7 +183,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision() { if (!LastCollisionFreeCapsulePosition.IsSet()) { - //we don't know any old location-free location, so do nothing here + //we don't know any old collision-free location, so do nothing here return; } @@ -201,7 +201,7 @@ void UVRPawnMovement::CheckForPhysWalkingCollision() FVector UVRPawnMovement::GetCollisionSafeVirtualSteeringVec(FVector InputVector, float DeltaTime) { - //if we were in a collision in the last step already (so no LastCollisionFreeCapsulePosition is set) + // if we were in a collision in the last step already (so no LastCollisionFreeCapsulePosition is set) // we allow movement to resole this collision (otherwise you wold be stuck forever) if (!LastCollisionFreeCapsulePosition.IsSet()) { @@ -327,7 +327,7 @@ TOptional<FVector> UVRPawnMovement::GetOverlapResolveDirection() const } FVector ResolveVector = FVector::ZeroVector; - //check what to do to move out of these collisions (or nothing if non is there) + //check what to do to move out of these collisions (or nothing if none is there) //we just add the penetrations so in very unfortunate conditions this can become problematic/blocking but for now and our regular use cases this works for (const UPrimitiveComponent* OverlappingComp : OverlappingComponents) { -- GitLab