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Ran spellchecker over Samples, TestFramework and UnitTests

Jorrit Rouwe 1 year ago
parent
commit
3df3112f7b

+ 1 - 1
Samples/SamplesApp.cpp

@@ -2167,7 +2167,7 @@ bool SamplesApp::UpdateFrame(float 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");
 				Test::ProcessInputParams handle_input;
 				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 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);
 	BodyCreationSettings box_settings(box_shape, RVec3::sZero(), Quat::sIdentity(), EMotionType::Dynamic, Layers::MOVING);
 	box_settings.mFriction = 0.0f;
@@ -92,7 +92,7 @@ void ActiveEdgesTest::Initialize()
 
 	// Mesh
 	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;
 	Body &mesh = *mBodyInterface->CreateBody(mesh_settings);
 	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/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
 {
 public:

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

@@ -32,7 +32,7 @@ void SensorTest::Initialize()
 	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);
 		sensor_settings.mIsSensor = true;
 		mSensorID[StaticAttractor] = mBodyInterface->CreateAndAddBody(sensor_settings, EActivation::DontActivate);

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

@@ -38,7 +38,7 @@ private:
 
 	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
 		KinematicSensor,									// A kinematic sensor that also detects sleeping 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
 	Vec3					GetPathCenter(float inTime) const;
 
-	// Size of the terrarin
+	// Size of the terrain
 	static constexpr int	cSampleCount = 128;
 
 	// 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.
-	// 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)			{ }
 
 	class PreUpdateParams
@@ -111,7 +111,7 @@ protected:
 	// Utility function to create a static floor body
 	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();
 
 	// Create an uneven terrain floor body

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

@@ -27,7 +27,7 @@ void MotorcycleTest::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_width = 0.05f;
 	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
 
 	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->AddStepListener(mVehicleConstraint);
 
@@ -202,7 +202,7 @@ void MotorcycleTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 	for (uint w = 0; w < 2; ++w)
 	{
 		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);
 	}
 }

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

@@ -245,7 +245,7 @@ void VehicleConstraintTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 	for (uint w = 0; w < 4; ++w)
 	{
 		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);
 	}
 }

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

@@ -153,7 +153,7 @@ void VehicleStressTest::PrePhysicsUpdate(const PreUpdateParams &inParams)
 		for (uint w = 0; w < 4; ++w)
 		{
 			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);
 		}
 	}

+ 1 - 1
Samples/Utils/ContactListenerImpl.cpp

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

+ 1 - 1
TestFramework/Image/Surface.cpp

@@ -15,7 +15,7 @@
 // Format descriptions
 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("L8",			8,		1,		ESurfaceFormat::L8,			ESurfaceFormat::A8L8,		0x000000ff,	0x000000ff,	0x000000ff, 0x00000000),
 	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
 		tmp_format = dst_format;
 
-	// Create temporary source buffer if nessecary
+	// Create temporary source buffer if necessary
 	RefConst<Surface> src = inSrc;
 	if (inSrc->GetFormat() != tmp_format)
 	{
@@ -465,7 +465,7 @@ bool ZoomImage(RefConst<Surface> inSrc, Ref<Surface> ioDst, const ZoomSettings &
 		src = tmp;
 	}
 
-	// Create temporary destination buffer if nessecary
+	// Create temporary destination buffer if necessary
 	Ref<Surface> dst = ioDst;
 	if (ioDst->GetFormat() != tmp_format)
 		dst = new SoftwareSurface(ioDst->GetWidth(), ioDst->GetHeight(), tmp_format);

+ 1 - 1
TestFramework/Renderer/Frustum.h

@@ -14,7 +14,7 @@ public:
 	/// Empty constructor
 					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.
 	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>
 
-// Targetting Windows 10 and above
+// Targeting Windows 10 and above
 #define WINVER 0x0A00
 #define _WIN32_WINNT 0x0A00
 

+ 1 - 1
TestFramework/UI/UIHorizontalStack.h

@@ -6,7 +6,7 @@
 
 #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
 {
 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 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 ity1 = float(inQuad.mInnerY);
 			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)
 	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 b = inB - inPoint;
 		Vec3 c = inC - inPoint;

+ 1 - 1
UnitTests/Physics/ActiveEdgesTests.cpp

@@ -30,7 +30,7 @@ TEST_SUITE("ActiveEdgesTest")
 		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()
 	{
 		TriangleList triangles;

+ 2 - 2
UnitTests/Physics/CastShapeTests.cpp

@@ -39,7 +39,7 @@ TEST_SUITE("CastShapeTests")
 		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)
 	{
 		// 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")
 	{
 		// 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
 			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);
 		}
 	}
@@ -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);
 		}
 	}
@@ -373,7 +373,7 @@ TEST_SUITE("CharacterVirtualTests")
 
 			// Calculate time it should take to move up the stairs at constant speed
 			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
 			RVec3 last_position = character.mCharacter->GetPosition();
@@ -502,7 +502,7 @@ TEST_SUITE("CharacterVirtualTests")
 		character.mUpdateSettings.mWalkStairsStepUp = Vec3::sZero();
 		character.Create();
 
-		// Radius including pading
+		// Radius including padding
 		const float character_radius = character.mRadiusStanding + character.mCharacterSettings.mCharacterPadding;
 
 		// 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
 	TEST_CASE("TestCollideShapeLongCapsuleVsEmbeddedBox")
 	{

+ 2 - 2
UnitTests/Physics/ContactListenerTests.cpp

@@ -18,7 +18,7 @@ TEST_SUITE("ContactListenerTests")
 	using LogEntry = LoggingContactListener::LogEntry;
 	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")
 	{
 		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")
 	{
 		PhysicsTestContext c;

+ 2 - 2
UnitTests/Physics/ConvexVsTrianglesTest.cpp

@@ -196,7 +196,7 @@ TEST_SUITE("ConvexVsTrianglesTest")
 			CollideShapeSettings settings_no_bf;
 			settings_no_bf.mBackFaceMode = EBackFaceMode::IgnoreBackFaces;
 
-			// Settings with max seperation distance
+			// Settings with max separation distance
 			CollideShapeSettings settings_max_distance;
 			settings_max_distance.mBackFaceMode = EBackFaceMode::CollideWithBackFaces;
 			settings_max_distance.mMaxSeparationDistance = cMaxSeparationDistance;
@@ -265,7 +265,7 @@ TEST_SUITE("ConvexVsTrianglesTest")
 				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)
 			{
 				switch (movement_direction)

+ 1 - 1
UnitTests/Physics/DistanceConstraintTests.cpp

@@ -57,7 +57,7 @@ TEST_SUITE("DistanceConstraintTests")
 			float dt = context.GetDeltaTime();
 			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);
 				x += v * dt;
 

+ 1 - 1
UnitTests/Physics/HingeConstraintTests.cpp

@@ -60,7 +60,7 @@ TEST_SUITE("HingeConstraintTests")
 			float dt = context.GetDeltaTime();
 			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);
 				angle += angular_v * dt;
 

+ 2 - 2
UnitTests/Physics/MotionQualityLinearCastTests.cpp

@@ -37,7 +37,7 @@ TEST_SUITE("MotionQualityLinearCastTests")
 
 		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_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);
@@ -330,7 +330,7 @@ TEST_SUITE("MotionQualityLinearCastTests")
 
 		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_APPROX_EQUAL(box1.GetPosition(), cPos1 + cVelocity / cFrequency);
 		CHECK_APPROX_EQUAL(box1.GetLinearVelocity(), cVelocity);

+ 4 - 4
UnitTests/Physics/PhysicsTests.cpp

@@ -448,7 +448,7 @@ TEST_SUITE("PhysicsTests")
 		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)
 	{
 		const RVec3 cInitialPos(0.0f, 10.0f, 0.0f);
@@ -492,7 +492,7 @@ TEST_SUITE("PhysicsTests")
 		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)
 	{
 		const float cSimulationTime = 1.0f;
@@ -850,7 +850,7 @@ TEST_SUITE("PhysicsTests")
 		// Simulate a step
 		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.Contains(LoggingContactListener::EType::Validate, 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
 		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(contact_listener.GetEntryCount() == 2 * (cNumBodies - 1));
 

+ 1 - 1
UnitTests/Physics/SixDOFConstraintTests.cpp

@@ -69,7 +69,7 @@ TEST_SUITE("SixDOFConstraintTests")
 				float dt = context.GetDeltaTime();
 				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)
 						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));

+ 2 - 2
UnitTests/Physics/SliderConstraintTests.cpp

@@ -195,7 +195,7 @@ TEST_SUITE("SliderConstraintTests")
 		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")
 	{
 		const RVec3 cInitialPos(3.0f, 0, 0);
@@ -490,7 +490,7 @@ TEST_SUITE("SliderConstraintTests")
 			float dt = context.GetDeltaTime();
 			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);
 				x += v * dt;