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@@ -334,7 +334,7 @@ public:
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/**
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* Returns the forward vector of the Node in view space.
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*
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- * @return The forwward vector in view space.
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+ * @return The forward vector in view space.
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*/
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Vector3 getForwardVectorView() const;
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@@ -505,11 +505,11 @@ public:
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* entities in a game that still require collision events, such as volumetric triggers,
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* power-ups, etc.
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*
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- * Characters are an extention of ghost objects which provide a number of additional features
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+ * Characters are an extension of ghost objects which provide a number of additional features
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* for animating and moving characters within a game. Characters are represented as ghost
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* objects instead of rigid bodies to allow more direct control over character movement,
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* since attempting to model a physics character with a simulated rigid body usually results
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- * in unresponse and unpredictable character movement. Unlike normal ghost objects,
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+ * in unresponsive and unpredictable character movement. Unlike normal ghost objects,
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* characters to react to other characters and rigid bodies in the world. Characters react
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* to gravity and collide (and respond) with rigid bodies to allow them to walk on the ground,
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* slide along walls and walk up/down slopes and stairs.
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@@ -517,12 +517,12 @@ public:
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* @param type The type of the collision object to set; to disable the physics
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* collision object, pass PhysicsCollisionObject::NONE.
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* @param shape Definition of a physics collision shape to be used for this collision object.
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- * Use the static shape methods on the PhysicsCollisionShape class to specificy a shape
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+ * Use the static shape methods on the PhysicsCollisionShape class to specify a shape
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* definition, such as PhysicsCollisionShape::box().
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* @param rigidBodyParameters If type is PhysicsCollisionObject::RIGID_BODY or
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* PhysicsCollisionObject::VEHICLE, this must point to a valid rigid body
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* parameters object containing information about the rigid body;
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- * otherwise, this parmater may be NULL.
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+ * otherwise, this parameter may be NULL.
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*/
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PhysicsCollisionObject* setCollisionObject(PhysicsCollisionObject::Type type, const PhysicsCollisionShape::Definition& shape = PhysicsCollisionShape::box(),
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PhysicsRigidBody::Parameters* rigidBodyParameters = NULL);
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