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@@ -309,7 +309,7 @@ void PhysicsCharacter::stepUp(btCollisionWorld* collisionWorld, btScalar time)
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if (_verticalVelocity.isZero())
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{
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- // Simply increase our poisiton by step height to enable us
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+ // Simply increase our position by step height to enable us
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// to smoothly move over steps.
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targetPosition += btVector3(0, _stepHeight, 0);
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}
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@@ -521,7 +521,7 @@ static btVector3 parallelComponent(const btVector3& direction, const btVector3&
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}
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/*
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- * Returns the portion of 'direction' that is perpindicular to 'normal'.
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+ * Returns the portion of 'direction' that is perpendicular to 'normal'.
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*/
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static btVector3 perpindicularComponent(const btVector3& direction, const btVector3& normal)
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{
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@@ -572,7 +572,7 @@ bool PhysicsCharacter::fixCollision(btCollisionWorld* world)
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_node->getWorldMatrix().getTranslation(&startPosition);
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btVector3 currentPosition = BV(startPosition);
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- // Handle all collisions/overlappign pairs.
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+ // Handle all collisions/overlapping pairs.
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btScalar maxPenetration = btScalar(0.0);
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for (int i = 0, count = pairCache->getNumOverlappingPairs(); i < count; ++i)
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{
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