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