Browse Source

Ran spellchecker over Samples, TestFramework and UnitTests

Jorrit Rouwe 1 year ago
parent
commit
3df3112f7b
31 changed files with 47 additions and 47 deletions
  1. 1 1
      Samples/SamplesApp.cpp
  2. 2 2
      Samples/Tests/General/ActiveEdgesTest.cpp
  3. 1 1
      Samples/Tests/General/ChangeShapeTest.h
  4. 1 1
      Samples/Tests/General/SensorTest.cpp
  5. 1 1
      Samples/Tests/General/SensorTest.h
  6. 1 1
      Samples/Tests/Shapes/DeformedHeightFieldShapeTest.h
  7. 2 2
      Samples/Tests/Test.h
  8. 3 3
      Samples/Tests/Vehicle/MotorcycleTest.cpp
  9. 1 1
      Samples/Tests/Vehicle/VehicleConstraintTest.cpp
  10. 1 1
      Samples/Tests/Vehicle/VehicleStressTest.cpp
  11. 1 1
      Samples/Utils/ContactListenerImpl.cpp
  12. 1 1
      TestFramework/Image/BlitSurface.h
  13. 1 1
      TestFramework/Image/Surface.cpp
  14. 2 2
      TestFramework/Image/ZoomImage.cpp
  15. 1 1
      TestFramework/Renderer/Frustum.h
  16. 1 1
      TestFramework/TestFramework.h
  17. 1 1
      TestFramework/UI/UIHorizontalStack.h
  18. 1 1
      TestFramework/UI/UIManager.cpp
  19. 1 1
      UnitTests/Geometry/ClosestPointTests.cpp
  20. 1 1
      UnitTests/Physics/ActiveEdgesTests.cpp
  21. 2 2
      UnitTests/Physics/CastShapeTests.cpp
  22. 4 4
      UnitTests/Physics/CharacterVirtualTests.cpp
  23. 1 1
      UnitTests/Physics/CollideShapeTests.cpp
  24. 2 2
      UnitTests/Physics/ContactListenerTests.cpp
  25. 2 2
      UnitTests/Physics/ConvexVsTrianglesTest.cpp
  26. 1 1
      UnitTests/Physics/DistanceConstraintTests.cpp
  27. 1 1
      UnitTests/Physics/HingeConstraintTests.cpp
  28. 2 2
      UnitTests/Physics/MotionQualityLinearCastTests.cpp
  29. 4 4
      UnitTests/Physics/PhysicsTests.cpp
  30. 1 1
      UnitTests/Physics/SixDOFConstraintTests.cpp
  31. 2 2
      UnitTests/Physics/SliderConstraintTests.cpp

+ 1 - 1
Samples/SamplesApp.cpp

@@ -2167,7 +2167,7 @@ bool SamplesApp::UpdateFrame(float inDeltaTime)
 			UpdateDebug(inDeltaTime);
 			UpdateDebug(inDeltaTime);
 
 
 			{
 			{
-				// Pocess input, this is done once and before we save the state so that we can save the input state
+				// Process input, this is done once and before we save the state so that we can save the input state
 				JPH_PROFILE("ProcessInput");
 				JPH_PROFILE("ProcessInput");
 				Test::ProcessInputParams handle_input;
 				Test::ProcessInputParams handle_input;
 				handle_input.mDeltaTime = 1.0f / mUpdateFrequency;
 				handle_input.mDeltaTime = 1.0f / mUpdateFrequency;

+ 2 - 2
Samples/Tests/General/ActiveEdgesTest.cpp

@@ -21,7 +21,7 @@ void ActiveEdgesTest::Initialize()
 	const float cWidth = 5.0f;
 	const float cWidth = 5.0f;
 	const float cLength = 10.0f;
 	const float cLength = 10.0f;
 
 
-	// Setings for a frictionless box
+	// Settings for a frictionless box
 	Ref<BoxShape> box_shape = new BoxShape(Vec3(1.0f, 1.0f, 1.0f), cDefaultConvexRadius);
 	Ref<BoxShape> box_shape = new BoxShape(Vec3(1.0f, 1.0f, 1.0f), cDefaultConvexRadius);
 	BodyCreationSettings box_settings(box_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
 	BodyCreationSettings box_settings(box_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
 	box_settings.mFriction = 0.0f;
 	box_settings.mFriction = 0.0f;
@@ -92,7 +92,7 @@ void ActiveEdgesTest::Initialize()
 
 
 	// Mesh
 	// Mesh
 	BodyCreationSettings mesh_settings(&mesh_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
 	BodyCreationSettings mesh_settings(&mesh_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Static, Layers::NON_MOVING);
-	// Instead of settting mActiveEdgeCosThresholdAngle you can also set: mesh_settings.mEnhancedInternalEdgeRemoval = true
+	// Instead of setting mActiveEdgeCosThresholdAngle you can also set: mesh_settings.mEnhancedInternalEdgeRemoval = true
 	mesh_settings.mFriction = 0.0f;
 	mesh_settings.mFriction = 0.0f;
 	Body &mesh = *mBodyInterface->CreateBody(mesh_settings);
 	Body &mesh = *mBodyInterface->CreateBody(mesh_settings);
 	mBodyInterface->AddBody(mesh.GetID(), EActivation::DontActivate);
 	mBodyInterface->AddBody(mesh.GetID(), EActivation::DontActivate);

+ 1 - 1
Samples/Tests/General/ChangeShapeTest.h

@@ -8,7 +8,7 @@
 #include <Jolt/Physics/Body/BodyID.h>
 #include <Jolt/Physics/Body/BodyID.h>
 #include <Jolt/Physics/Collision/Shape/Shape.h>
 #include <Jolt/Physics/Collision/Shape/Shape.h>
 
 
-// This test will make a dynamic body cyle through various shapes
+// This test will make a dynamic body cycle through various shapes
 class ChangeShapeTest : public Test
 class ChangeShapeTest : public Test
 {
 {
 public:
 public:

+ 1 - 1
Samples/Tests/General/SensorTest.cpp

@@ -32,7 +32,7 @@ void SensorTest::Initialize()
 	CreateFloor(400.0f);
 	CreateFloor(400.0f);
 
 
 	{
 	{
-		// A static sensor that attrects dynamic bodies that enter its area
+		// A static sensor that attracts dynamic bodies that enter its area
 		BodyCreationSettings sensor_settings(new SphereShape(10.0f), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
 		BodyCreationSettings sensor_settings(new SphereShape(10.0f), RVec3(0, 10, 0), Quat::sIdentity(), EMotionType::Static, Layers::SENSOR);
 		sensor_settings.mIsSensor = true;
 		sensor_settings.mIsSensor = true;
 		mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);
 		mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);

+ 1 - 1
Samples/Tests/General/SensorTest.h

@@ -38,7 +38,7 @@ private:
 
 
 	enum
 	enum
 	{
 	{
-		StaticAttractor,									// A static sensor that attrects dynamic bodies that enter its area
+		StaticAttractor,									// A static sensor that attracts dynamic bodies that enter its area
 		StaticSensor,										// A static sensor that only detects active bodies
 		StaticSensor,										// A static sensor that only detects active bodies
 		KinematicSensor,									// A kinematic sensor that also detects sleeping bodies
 		KinematicSensor,									// A kinematic sensor that also detects sleeping bodies
 		SensorDetectingStatic,								// A kinematic sensor that detects static bodies
 		SensorDetectingStatic,								// A kinematic sensor that detects static bodies

+ 1 - 1
Samples/Tests/Shapes/DeformedHeightFieldShapeTest.h

@@ -26,7 +26,7 @@ private:
 	// Get the center of the path at time inTime, this follows a path that resembles the Jolt logo
 	// Get the center of the path at time inTime, this follows a path that resembles the Jolt logo
 	Vec3					GetPathCenter(float inTime) const;
 	Vec3					GetPathCenter(float inTime) const;
 
 
-	// Size of the terrarin
+	// Size of the terrain
 	static constexpr int	cSampleCount = 128;
 	static constexpr int	cSampleCount = 128;
 
 
 	// Size of a block in the terrain
 	// Size of a block in the terrain

+ 2 - 2
Samples/Tests/Test.h

@@ -57,7 +57,7 @@ public:
 	};
 	};
 
 
 	// Process input, this is called before SaveInputState is called. This allows you to determine the player input and adjust internal state accordingly.
 	// Process input, this is called before SaveInputState is called. This allows you to determine the player input and adjust internal state accordingly.
-	// This state should not be applied until PrePhysicsUpdate because on replay you will receive a call to RestoreInputState to restore the stored player input state before receiging another PrePhysicsUpdate.
+	// This state should not be applied until PrePhysicsUpdate because on replay you will receive a call to RestoreInputState to restore the stored player input state before receiving another PrePhysicsUpdate.
 	virtual void	ProcessInput(const ProcessInputParams &inParams)			{ }
 	virtual void	ProcessInput(const ProcessInputParams &inParams)			{ }
 
 
 	class PreUpdateParams
 	class PreUpdateParams
@@ -111,7 +111,7 @@ protected:
 	// Utility function to create a static floor body
 	// Utility function to create a static floor body
 	Body &			CreateFloor(float inSize = 200.0f);
 	Body &			CreateFloor(float inSize = 200.0f);
 
 
-	// Utiltity function to create a floor consisting of very large triangles
+	// Utility function to create a floor consisting of very large triangles
 	Body &			CreateLargeTriangleFloor();
 	Body &			CreateLargeTriangleFloor();
 
 
 	// Create an uneven terrain floor body
 	// Create an uneven terrain floor body

+ 3 - 3
Samples/Tests/Vehicle/MotorcycleTest.cpp

@@ -27,7 +27,7 @@ void MotorcycleTest::Initialize()
 {
 {
 	VehicleTest::Initialize();
 	VehicleTest::Initialize();
 
 
-	// Loosly based on: https://www.whitedogbikes.com/whitedogblog/yamaha-xj-900-specs/
+	// Loosely based on: https://www.whitedogbikes.com/whitedogblog/yamaha-xj-900-specs/
 	const float back_wheel_radius = 0.31f;
 	const float back_wheel_radius = 0.31f;
 	const float back_wheel_width = 0.05f;
 	const float back_wheel_width = 0.05f;
 	const float back_wheel_pos_z = -0.75f;
 	const float back_wheel_pos_z = -0.75f;
@@ -122,7 +122,7 @@ void MotorcycleTest::Initialize()
 	controller->mDifferentials[0].mDifferentialRatio = 1.93f * 40.0f / 16.0f; // Combining primary and final drive (back divided by front sprockets) from: https://www.blocklayer.com/rpm-gear-bikes
 	controller->mDifferentials[0].mDifferentialRatio = 1.93f * 40.0f / 16.0f; // Combining primary and final drive (back divided by front sprockets) from: https://www.blocklayer.com/rpm-gear-bikes
 
 
 	mVehicleConstraint = new VehicleConstraint(*mMotorcycleBody, vehicle);
 	mVehicleConstraint = new VehicleConstraint(*mMotorcycleBody, vehicle);
-	mVehicleConstraint->SetVehicleCollisionTester(new VehicleCollisionTesterCastCylinder(Layers::MOVING, 1.0f)); // Use half wheel width as convex radius so we get a rounded cyclinder
+	mVehicleConstraint->SetVehicleCollisionTester(new VehicleCollisionTesterCastCylinder(Layers::MOVING, 1.0f)); // Use half wheel width as convex radius so we get a rounded cylinder
 	mPhysicsSystem->AddConstraint(mVehicleConstraint);
 	mPhysicsSystem->AddConstraint(mVehicleConstraint);
 	mPhysicsSystem->AddStepListener(mVehicleConstraint);
 	mPhysicsSystem->AddStepListener(mVehicleConstraint);
 
 
@@ -202,7 +202,7 @@ void MotorcycleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 	for (uint w = 0; w < 2; ++w)
 	for (uint w = 0; w < 2; ++w)
 	{
 	{
 		const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
 		const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
-		RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cyclinder we draw is aligned with Y so we specify that as rotational axis
+		RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder we draw is aligned with Y so we specify that as rotational axis
 		mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 		mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 	}
 	}
 }
 }

+ 1 - 1
Samples/Tests/Vehicle/VehicleConstraintTest.cpp

@@ -245,7 +245,7 @@ void VehicleConstraintTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 	for (uint w = 0; w < 4; ++w)
 	for (uint w = 0; w < 4; ++w)
 	{
 	{
 		const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
 		const WheelSettings *settings = mVehicleConstraint->GetWheels()[w]->GetSettings();
-		RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cyclinder we draw is aligned with Y so we specify that as rotational axis
+		RMat44 wheel_transform = mVehicleConstraint->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder we draw is aligned with Y so we specify that as rotational axis
 		mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 		mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 	}
 	}
 }
 }

+ 1 - 1
Samples/Tests/Vehicle/VehicleStressTest.cpp

@@ -153,7 +153,7 @@ void VehicleStressTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 		for (uint w = 0; w < 4; ++w)
 		for (uint w = 0; w < 4; ++w)
 		{
 		{
 			const WheelSettings *settings = c->GetWheels()[w]->GetSettings();
 			const WheelSettings *settings = c->GetWheels()[w]->GetSettings();
-			RMat44 wheel_transform = c->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cyclinder we draw is aligned with Y so we specify that as rotational axis
+			RMat44 wheel_transform = c->GetWheelWorldTransform(w, Vec3::sAxisY(), Vec3::sAxisX()); // The cylinder we draw is aligned with Y so we specify that as rotational axis
 			mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 			mDebugRenderer->DrawCylinder(wheel_transform, 0.5f * settings->mWidth, settings->mRadius, Color::sGreen);
 		}
 		}
 	}
 	}

+ 1 - 1
Samples/Utils/ContactListenerImpl.cpp

@@ -156,7 +156,7 @@ void ContactListenerImpl::RestoreState(StateRecorder &inStream)
 		QuickSort(keys.begin(), keys.end());
 		QuickSort(keys.begin(), keys.end());
 	}
 	}
 
 
-	// Ensure we have the corect size
+	// Ensure we have the correct size
 	keys.resize(length);
 	keys.resize(length);
 
 
 	for (size_t i = 0; i < length; ++i)
 	for (size_t i = 0; i < length; ++i)

+ 1 - 1
TestFramework/Image/BlitSurface.h

@@ -9,7 +9,7 @@
 
 
 /// Settings for blitting one surface to another with possibly different formats and dimensions. The blit
 /// Settings for blitting one surface to another with possibly different formats and dimensions. The blit
 /// routine can use filtering or blurring on the fly. Also it can perform some other
 /// routine can use filtering or blurring on the fly. Also it can perform some other
-/// basic opertions like converting an image to grayscale or alpha only surfaces.
+/// basic operations like converting an image to grayscale or alpha only surfaces.
 class BlitSettings
 class BlitSettings
 {
 {
 public:
 public:

+ 1 - 1
TestFramework/Image/Surface.cpp

@@ -15,7 +15,7 @@
 // Format descriptions
 // Format descriptions
 static FormatDescription sFormats[] =
 static FormatDescription sFormats[] =
 {
 {
-	//				   Decription	BPP		#CMP	Closest 8 Bit				Closest Alpha				Red Mask	Green Mask	Blue Mask	Alpha Mask
+	//				   Description	BPP		#CMP	Closest 8 Bit				Closest Alpha				Red Mask	Green Mask	Blue Mask	Alpha Mask
 	FormatDescription("A4L4",		8,		2,		ESurfaceFormat::A8L8,		ESurfaceFormat::A4L4,		0x0000000f, 0x0000000f, 0x0000000f, 0x000000f0),
 	FormatDescription("A4L4",		8,		2,		ESurfaceFormat::A8L8,		ESurfaceFormat::A4L4,		0x0000000f, 0x0000000f, 0x0000000f, 0x000000f0),
 	FormatDescription("L8",			8,		1,		ESurfaceFormat::L8,			ESurfaceFormat::A8L8,		0x000000ff,	0x000000ff,	0x000000ff, 0x00000000),
 	FormatDescription("L8",			8,		1,		ESurfaceFormat::L8,			ESurfaceFormat::A8L8,		0x000000ff,	0x000000ff,	0x000000ff, 0x00000000),
 	FormatDescription("A8",			8,		1,		ESurfaceFormat::A8,			ESurfaceFormat::A8,			0x00000000,	0x00000000,	0x00000000, 0x000000ff),
 	FormatDescription("A8",			8,		1,		ESurfaceFormat::A8,			ESurfaceFormat::A8,			0x00000000,	0x00000000,	0x00000000, 0x000000ff),

+ 2 - 2
TestFramework/Image/ZoomImage.cpp

@@ -455,7 +455,7 @@ bool ZoomImage(RefConst<Surface> inSrc, Ref<Surface> ioDst, const ZoomSettings &
 	else
 	else
 		tmp_format = dst_format;
 		tmp_format = dst_format;
 
 
-	// Create temporary source buffer if nessecary
+	// Create temporary source buffer if necessary
 	RefConst<Surface> src = inSrc;
 	RefConst<Surface> src = inSrc;
 	if (inSrc->GetFormat() != tmp_format)
 	if (inSrc->GetFormat() != tmp_format)
 	{
 	{
@@ -465,7 +465,7 @@ bool ZoomImage(RefConst<Surface> inSrc, Ref<Surface> ioDst, const ZoomSettings &
 		src = tmp;
 		src = tmp;
 	}
 	}
 
 
-	// Create temporary destination buffer if nessecary
+	// Create temporary destination buffer if necessary
 	Ref<Surface> dst = ioDst;
 	Ref<Surface> dst = ioDst;
 	if (ioDst->GetFormat() != tmp_format)
 	if (ioDst->GetFormat() != tmp_format)
 		dst = new SoftwareSurface(ioDst->GetWidth(), ioDst->GetHeight(), tmp_format);
 		dst = new SoftwareSurface(ioDst->GetWidth(), ioDst->GetHeight(), tmp_format);

+ 1 - 1
TestFramework/Renderer/Frustum.h

@@ -14,7 +14,7 @@ public:
 	/// Empty constructor
 	/// Empty constructor
 					Frustum() = default;
 					Frustum() = default;
 
 
-	/// Construct frustom from position, forward, up, field of view x and y and near and far plane.
+	/// Construct frustum from position, forward, up, field of view x and y and near and far plane.
 	/// Note that inUp does not need to be perpendicular to inForward but cannot be collinear.
 	/// Note that inUp does not need to be perpendicular to inForward but cannot be collinear.
 	inline			Frustum(Vec3Arg inPosition, Vec3Arg inForward, Vec3Arg inUp, float inFOVX, float inFOVY, float inNear, float inFar)
 	inline			Frustum(Vec3Arg inPosition, Vec3Arg inForward, Vec3Arg inUp, float inFOVX, float inFOVY, float inNear, float inFar)
 	{
 	{

+ 1 - 1
TestFramework/TestFramework.h

@@ -6,7 +6,7 @@
 
 
 #include <Jolt/Jolt.h>
 #include <Jolt/Jolt.h>
 
 
-// Targetting Windows 10 and above
+// Targeting Windows 10 and above
 #define WINVER 0x0A00
 #define WINVER 0x0A00
 #define _WIN32_WINNT 0x0A00
 #define _WIN32_WINNT 0x0A00
 
 

+ 1 - 1
TestFramework/UI/UIHorizontalStack.h

@@ -6,7 +6,7 @@
 
 
 #include <UI/UIElement.h>
 #include <UI/UIElement.h>
 
 
-/// Layout class that will horizontally place elements next to eachother according to their widths
+/// Layout class that will horizontally place elements next to each other according to their widths
 class UIHorizontalStack : public UIElement
 class UIHorizontalStack : public UIElement
 {
 {
 public:
 public:

+ 1 - 1
TestFramework/UI/UIManager.cpp

@@ -287,7 +287,7 @@ void UIManager::DrawQuad(int inX, int inY, int inWidth, int inHeight, const UITe
 			float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
 			float ix2 = float(inX + inWidth - (inQuad.mWidth - inQuad.mInnerWidth - (inQuad.mInnerX - inQuad.mX)));
 			float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
 			float iy2 = float(inY + inHeight - (inQuad.mHeight - inQuad.mInnerHeight - (inQuad.mInnerY - inQuad.mY)));
 
 
-			// Inner area - texture coordiantes
+			// Inner area - texture coordinates
 			float itx1 = float(inQuad.mInnerX);
 			float itx1 = float(inQuad.mInnerX);
 			float ity1 = float(inQuad.mInnerY);
 			float ity1 = float(inQuad.mInnerY);
 			float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);
 			float itx2 = float(inQuad.mInnerX + inQuad.mInnerWidth);

+ 1 - 1
UnitTests/Geometry/ClosestPointTests.cpp

@@ -10,7 +10,7 @@ TEST_SUITE("ClosestPointTests")
 	// Test closest point from inPoint to triangle (inA, inB, inC)
 	// Test closest point from inPoint to triangle (inA, inB, inC)
 	inline static void TestClosestPointToTriangle(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inPoint, Vec3Arg inExpectedClosestPoint, uint32 inExpectedSet)
 	inline static void TestClosestPointToTriangle(Vec3Arg inA, Vec3Arg inB, Vec3Arg inC, Vec3Arg inPoint, Vec3Arg inExpectedClosestPoint, uint32 inExpectedSet)
 	{
 	{
-		// Make triangle relative to inPoint so we can get the closest poin to the origin
+		// Make triangle relative to inPoint so we can get the closest point to the origin
 		Vec3 a = inA - inPoint;
 		Vec3 a = inA - inPoint;
 		Vec3 b = inB - inPoint;
 		Vec3 b = inB - inPoint;
 		Vec3 c = inC - inPoint;
 		Vec3 c = inC - inPoint;

+ 1 - 1
UnitTests/Physics/ActiveEdgesTests.cpp

@@ -30,7 +30,7 @@ TEST_SUITE("ActiveEdgesTest")
 		return capsule.Create().Get();
 		return capsule.Create().Get();
 	}
 	}
 
 
-	// Create a flat mesh shape consting of 7 x 7 quads, we know that only the outer edges of this shape are active
+	// Create a flat mesh shape consisting of 7 x 7 quads, we know that only the outer edges of this shape are active
 	static Ref<ShapeSettings> sCreateMeshShape()
 	static Ref<ShapeSettings> sCreateMeshShape()
 	{
 	{
 		TriangleList triangles;
 		TriangleList triangles;

+ 2 - 2
UnitTests/Physics/CastShapeTests.cpp

@@ -39,7 +39,7 @@ TEST_SUITE("CastShapeTests")
 		CHECK_APPROX_EQUAL(result.mContactPointOn2, inPosition, 1.0e-3f);
 		CHECK_APPROX_EQUAL(result.mContactPointOn2, inPosition, 1.0e-3f);
 	}
 	}
 
 
-	/// Helper function that tests a shere against a triangle centered on the origin with normal Z
+	/// Helper function that tests a sphere against a triangle centered on the origin with normal Z
 	static void sTestCastSphereTriangle(const Shape *inTriangle)
 	static void sTestCastSphereTriangle(const Shape *inTriangle)
 	{
 	{
 		// Create sphere
 		// Create sphere
@@ -273,7 +273,7 @@ TEST_SUITE("CastShapeTests")
 		}
 		}
 	}
 	}
 
 
-	// Test casting a capsule against a mesh that is interecting at fraction 0 and test that it returns the deepest penetration
+	// Test casting a capsule against a mesh that is intersecting at fraction 0 and test that it returns the deepest penetration
 	TEST_CASE("TestDeepestPenetrationAtFraction0")
 	TEST_CASE("TestDeepestPenetrationAtFraction0")
 	{
 	{
 		// Create an n x n grid of triangles
 		// Create an n x n grid of triangles

+ 4 - 4
UnitTests/Physics/CharacterVirtualTests.cpp

@@ -236,7 +236,7 @@ TEST_SUITE("CharacterVirtualTests")
 			// Cancel movement in slope direction
 			// Cancel movement in slope direction
 			expected_translation -= expected_translation.Dot(slope_normal) * slope_normal;
 			expected_translation -= expected_translation.Dot(slope_normal) * slope_normal;
 
 
-			// Check that we travelled the right amount
+			// Check that we traveled the right amount
 			CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
 			CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
 		}
 		}
 	}
 	}
@@ -305,7 +305,7 @@ TEST_SUITE("CharacterVirtualTests")
 				}
 				}
 			}
 			}
 
 
-			// Check that we travelled the right amount
+			// Check that we traveled the right amount
 			CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
 			CHECK_APPROX_EQUAL(translation, expected_translation, 1.0e-4f);
 		}
 		}
 	}
 	}
@@ -373,7 +373,7 @@ TEST_SUITE("CharacterVirtualTests")
 
 
 			// Calculate time it should take to move up the stairs at constant speed
 			// Calculate time it should take to move up the stairs at constant speed
 			float movement_time = (cNumSteps * cStepHeight + radius_and_padding) / character.mHorizontalSpeed.GetZ();
 			float movement_time = (cNumSteps * cStepHeight + radius_and_padding) / character.mHorizontalSpeed.GetZ();
-			int max_steps = int(1.5f * round(movement_time / time_step)); // In practise there is a bit of slowdown while stair stepping, so add a bit of slack
+			int max_steps = int(1.5f * round(movement_time / time_step)); // In practice there is a bit of slowdown while stair stepping, so add a bit of slack
 
 
 			// Step until we reach the top of the stairs
 			// Step until we reach the top of the stairs
 			RVec3 last_position = character.mCharacter->GetPosition();
 			RVec3 last_position = character.mCharacter->GetPosition();
@@ -502,7 +502,7 @@ TEST_SUITE("CharacterVirtualTests")
 		character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero();
 		character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero();
 		character.Create();
 		character.Create();
 
 
-		// Radius including pading
+		// Radius including padding
 		const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
 		const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
 
 
 		// Create a half cylinder with caps for testing contact point limit
 		// Create a half cylinder with caps for testing contact point limit

+ 1 - 1
UnitTests/Physics/CollideShapeTests.cpp

@@ -230,7 +230,7 @@ TEST_SUITE("CollideShapeTests")
 		}
 		}
 	}
 	}
 
 
-	// Test colliding a very long capsule vs a box that is intersecting with the linesegment inside the capsule
+	// Test colliding a very long capsule vs a box that is intersecting with the line segment inside the capsule
 	// This particular config reported the wrong penetration due to accuracy problems before
 	// This particular config reported the wrong penetration due to accuracy problems before
 	TEST_CASE("TestCollideShapeLongCapsuleVsEmbeddedBox")
 	TEST_CASE("TestCollideShapeLongCapsuleVsEmbeddedBox")
 	{
 	{

+ 2 - 2
UnitTests/Physics/ContactListenerTests.cpp

@@ -18,7 +18,7 @@ TEST_SUITE("ContactListenerTests")
 	using LogEntry = LoggingContactListener::LogEntry;
 	using LogEntry = LoggingContactListener::LogEntry;
 	using EType = LoggingContactListener::EType;
 	using EType = LoggingContactListener::EType;
 
 
-	// Let a sphere bounce on the floor with restition = 1
+	// Let a sphere bounce on the floor with restitution = 1
 	TEST_CASE("TestContactListenerElastic")
 	TEST_CASE("TestContactListenerElastic")
 	{
 	{
 		PhysicsTestContext c;
 		PhysicsTestContext c;
@@ -89,7 +89,7 @@ TEST_SUITE("ContactListenerTests")
 		}
 		}
 	}
 	}
 
 
-	// Let a sphere fall on the floor with restition = 0, then give it horizontal velocity, then take it away from the floor
+	// Let a sphere fall on the floor with restitution = 0, then give it horizontal velocity, then take it away from the floor
 	TEST_CASE("TestContactListenerInelastic")
 	TEST_CASE("TestContactListenerInelastic")
 	{
 	{
 		PhysicsTestContext c;
 		PhysicsTestContext c;

+ 2 - 2
UnitTests/Physics/ConvexVsTrianglesTest.cpp

@@ -196,7 +196,7 @@ TEST_SUITE("ConvexVsTrianglesTest")
 			CollideShapeSettings settings_no_bf;
 			CollideShapeSettings settings_no_bf;
 			settings_no_bf.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
 			settings_no_bf.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
 
 
-			// Settings with max seperation distance
+			// Settings with max separation distance
 			CollideShapeSettings settings_max_distance;
 			CollideShapeSettings settings_max_distance;
 			settings_max_distance.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
 			settings_max_distance.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
 			settings_max_distance.mMaxSeparationDistance = cMaxSeparationDistance;
 			settings_max_distance.mMaxSeparationDistance = cMaxSeparationDistance;
@@ -265,7 +265,7 @@ TEST_SUITE("ConvexVsTrianglesTest")
 				sCheckCollisionNoHit<Collider>(settings_no_bf, sphere_center, cRadius, active_edges);
 				sCheckCollisionNoHit<Collider>(settings_no_bf, sphere_center, cRadius, active_edges);
 			}
 			}
 
 
-			// Loop over possibel active edge movement direction permutations
+			// Loop over possible active edge movement direction permutations
 			for (int movement_direction = 0; movement_direction < 3; ++movement_direction)
 			for (int movement_direction = 0; movement_direction < 3; ++movement_direction)
 			{
 			{
 				switch (movement_direction)
 				switch (movement_direction)

+ 1 - 1
UnitTests/Physics/DistanceConstraintTests.cpp

@@ -57,7 +57,7 @@ TEST_SUITE("DistanceConstraintTests")
 			float dt = context.GetDeltaTime();
 			float dt = context.GetDeltaTime();
 			for (int i = 0; i < 120; ++i)
 			for (int i = 0; i < 120; ++i)
 			{
 			{
-				// Using the equations from page 32 of Soft Contraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
+				// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
 				v = (v - dt * k / m * float(x)) / (1.0f + dt * c / m + Square(dt) * k / m);
 				v = (v - dt * k / m * float(x)) / (1.0f + dt * c / m + Square(dt) * k / m);
 				x += v * dt;
 				x += v * dt;
 
 

+ 1 - 1
UnitTests/Physics/HingeConstraintTests.cpp

@@ -60,7 +60,7 @@ TEST_SUITE("HingeConstraintTests")
 			float dt = context.GetDeltaTime();
 			float dt = context.GetDeltaTime();
 			for (int i = 0; i < 120; ++i)
 			for (int i = 0; i < 120; ++i)
 			{
 			{
-				// Using the equations from page 32 of Soft Contraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
+				// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
 				angular_v = (angular_v - dt * k / inertia * angle) / (1.0f + dt * c / inertia + Square(dt) * k / inertia);
 				angular_v = (angular_v - dt * k / inertia * angle) / (1.0f + dt * c / inertia + Square(dt) * k / inertia);
 				angle += angular_v * dt;
 				angle += angular_v * dt;
 
 

+ 2 - 2
UnitTests/Physics/MotionQualityLinearCastTests.cpp

@@ -37,7 +37,7 @@ TEST_SUITE("MotionQualityLinearCastTests")
 
 
 		c.SimulateSingleStep();
 		c.SimulateSingleStep();
 
 
-		// No collisions should be reported and the bodies should have moved according to their velocity (tunneling through eachother)
+		// No collisions should be reported and the bodies should have moved according to their velocity (tunneling through each other)
 		CHECK(listener.GetEntryCount() == 0);
 		CHECK(listener.GetEntryCount() == 0);
 		CHECK_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);
@@ -330,7 +330,7 @@ TEST_SUITE("MotionQualityLinearCastTests")
 
 
 		c.SimulateSingleStep();
 		c.SimulateSingleStep();
 
 
-		// No collisions should be reported and the bodies should have moved according to their velocity (tunneling through eachother)
+		// No collisions should be reported and the bodies should have moved according to their velocity (tunneling through each other)
 		CHECK(listener.GetEntryCount() == 0);
 		CHECK(listener.GetEntryCount() == 0);
 		CHECK_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);

+ 4 - 4
UnitTests/Physics/PhysicsTests.cpp

@@ -448,7 +448,7 @@ TEST_SUITE("PhysicsTests")
 		TestPhysicsApplyForce(c2);
 		TestPhysicsApplyForce(c2);
 	}
 	}
 
 
-	// Test angular accelartion for a box by applying torque every frame
+	// Test angular acceleration for a box by applying torque every frame
 	static void TestPhysicsApplyTorque(PhysicsTestContext &ioContext)
 	static void TestPhysicsApplyTorque(PhysicsTestContext &ioContext)
 	{
 	{
 		const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
 		const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
@@ -492,7 +492,7 @@ TEST_SUITE("PhysicsTests")
 		TestPhysicsApplyTorque(c2);
 		TestPhysicsApplyTorque(c2);
 	}
 	}
 
 
-	// Let a sphere bounce on the floor with restition = 1
+	// Let a sphere bounce on the floor with restitution = 1
 	static void TestPhysicsCollisionElastic(PhysicsTestContext &ioContext)
 	static void TestPhysicsCollisionElastic(PhysicsTestContext &ioContext)
 	{
 	{
 		const float cSimulationTime = 1.0f;
 		const float cSimulationTime = 1.0f;
@@ -850,7 +850,7 @@ TEST_SUITE("PhysicsTests")
 		// Simulate a step
 		// Simulate a step
 		c.SimulateSingleStep();
 		c.SimulateSingleStep();
 
 
-		// Check that it has triggered contact points and has bounced from it's initial position (effectively travelling the extra distance to the floor and back for free)
+		// Check that it has triggered contact points and has bounced from it's initial position (effectively traveling the extra distance to the floor and back for free)
 		CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
 		CHECK(contact_listener.GetEntryCount() == 4); // 2 validates and 2 contacts
 		CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
 		CHECK(contact_listener.Contains(LoggingContactListener::EType::Validate, box.GetID(), floor.GetID()));
 		CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
 		CHECK(contact_listener.Contains(LoggingContactListener::EType::Add, box.GetID(), floor.GetID()));
@@ -1133,7 +1133,7 @@ TEST_SUITE("PhysicsTests")
 		// Step the world
 		// Step the world
 		ioContext.SimulateSingleStep();
 		ioContext.SimulateSingleStep();
 
 
-		// Other bodies should now be awake and each body should only collide with its neighbour
+		// Other bodies should now be awake and each body should only collide with its neighbor
 		CHECK(activation_listener.GetEntryCount() == cNumBodies - 1);
 		CHECK(activation_listener.GetEntryCount() == cNumBodies - 1);
 		CHECK(contact_listener.GetEntryCount() == 2 * (cNumBodies - 1));
 		CHECK(contact_listener.GetEntryCount() == 2 * (cNumBodies - 1));
 
 

+ 1 - 1
UnitTests/Physics/SixDOFConstraintTests.cpp

@@ -69,7 +69,7 @@ TEST_SUITE("SixDOFConstraintTests")
 				float dt = context.GetDeltaTime();
 				float dt = context.GetDeltaTime();
 				for (int i = 0; i < 120; ++i)
 				for (int i = 0; i < 120; ++i)
 				{
 				{
-					// Using the equations from page 32 of Soft Contraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
+					// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
 					for (int axis = 0; axis < 3; ++axis)
 					for (int axis = 0; axis < 3; ++axis)
 						if (((1 << axis) & spring_axis) != 0) // Only update velocity for axis where there is a spring
 						if (((1 << axis) & spring_axis) != 0) // Only update velocity for axis where there is a spring
 							v.SetComponent(axis, (v[axis] - dt * k / m * float(x[axis])) / (1.0f + dt * c / m + Square(dt) * k / m));
 							v.SetComponent(axis, (v[axis] - dt * k / m * float(x[axis])) / (1.0f + dt * c / m + Square(dt) * k / m));

+ 2 - 2
UnitTests/Physics/SliderConstraintTests.cpp

@@ -195,7 +195,7 @@ TEST_SUITE("SliderConstraintTests")
 		CHECK_APPROX_EQUAL(cMotorPos, body2.GetPosition(), 1.0e-4f);
 		CHECK_APPROX_EQUAL(cMotorPos, body2.GetPosition(), 1.0e-4f);
 	}
 	}
 
 
-	// Test a box attached to a slider constraint, give it initial velocity and test that the friction provides the correct decelleration
+	// Test a box attached to a slider constraint, give it initial velocity and test that the friction provides the correct deceleration
 	TEST_CASE("TestSliderConstraintFriction")
 	TEST_CASE("TestSliderConstraintFriction")
 	{
 	{
 		const RVec3 cInitialPos(3.0f, 0, 0);
 		const RVec3 cInitialPos(3.0f, 0, 0);
@@ -490,7 +490,7 @@ TEST_SUITE("SliderConstraintTests")
 			float dt = context.GetDeltaTime();
 			float dt = context.GetDeltaTime();
 			for (int i = 0; i < 120; ++i)
 			for (int i = 0; i < 120; ++i)
 			{
 			{
-				// Using the equations from page 32 of Soft Contraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
+				// Using the equations from page 32 of Soft Constraints: Reinventing The Spring - Erin Catto - GDC 2011 for an implicit euler spring damper
 				v = (v - dt * k / m * float(x)) / (1.0f + dt * c / m + Square(dt) * k / m);
 				v = (v - dt * k / m * float(x)) / (1.0f + dt * c / m + Square(dt) * k / m);
 				x += v * dt;
 				x += v * dt;