From 407746b842b7c3d2aaf01d7cc5ee23962425d58c Mon Sep 17 00:00:00 2001 From: Howard Stearns Date: Wed, 3 Jun 2015 10:38:20 -0700 Subject: [PATCH] Fix (consistent) typo in non-magic-number constant's name. --- libraries/entities-renderer/src/EntityTreeRenderer.cpp | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/libraries/entities-renderer/src/EntityTreeRenderer.cpp b/libraries/entities-renderer/src/EntityTreeRenderer.cpp index 5e88eae17a..93e302c81b 100644 --- a/libraries/entities-renderer/src/EntityTreeRenderer.cpp +++ b/libraries/entities-renderer/src/EntityTreeRenderer.cpp @@ -1130,13 +1130,13 @@ void EntityTreeRenderer::playEntityCollisionSound(const QUuid& myNodeID, EntityT return; } const float mass = entity->computeMass(); - const float COLLISION_PENTRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity() + const float COLLISION_PENETRATION_TO_VELOCITY = 50; // as a subsitute for RELATIVE entity->getVelocity() // The collision.penetration is a pretty good indicator of changed velocity AFTER the initial contact, // but that first contact depends on exactly where we hit in the physics step. // We can get a more consistent initial-contact energy reading by using the changed velocity. const float linearVelocity = (collision.type == CONTACT_EVENT_TYPE_START) ? glm::length(collision.velocityChange) : - glm::length(collision.penetration) * COLLISION_PENTRATION_TO_VELOCITY; + glm::length(collision.penetration) * COLLISION_PENETRATION_TO_VELOCITY; const float energy = mass * linearVelocity * linearVelocity / 2.0f; const glm::vec3 position = collision.contactPoint; const float COLLISION_ENERGY_AT_FULL_VOLUME = (collision.type == CONTACT_EVENT_TYPE_START) ? 10.0f : 0.5f;