From 723ddcf572d858bfda08e7e1e1f6b8639ccb41a0 Mon Sep 17 00:00:00 2001 From: PlNG Date: Tue, 20 Jan 2015 11:07:44 -0500 Subject: [PATCH] Spellchecking --- src/body/Body.js | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/src/body/Body.js b/src/body/Body.js index ac4dd75..50bef4e 100644 --- a/src/body/Body.js +++ b/src/body/Body.js @@ -22,7 +22,7 @@ var Body = {}; /** * Creates a new rigid body model. The options parameter is an object that specifies any properties you wish to override the defaults. * All properties have default values, and many are pre-calculated automatically based on other properties. - * See the properites section below for detailed information on what you can pass via the `options` object. + * See the properties section below for detailed information on what you can pass via the `options` object. * @method create * @param {} options * @return {body} body @@ -421,7 +421,7 @@ var Body = {}; }; /** - * Applys a mass dependant force to all given bodies. + * Applies a mass dependant force to all given bodies. * @method applyGravityAll * @param {body[]} bodies * @param {vector} gravity @@ -440,7 +440,7 @@ var Body = {}; }; /** - * Applys `Body.update` to all given `bodies`. + * Applies `Body.update` to all given `bodies`. * @method updateAll * @param {body[]} bodies * @param {number} deltaTime @@ -482,7 +482,7 @@ var Body = {}; velocityPrevX = body.position.x - body.positionPrev.x, velocityPrevY = body.position.y - body.positionPrev.y; - // update velocity with verlet integration + // update velocity with Verlet integration body.velocity.x = (velocityPrevX * frictionAir * correction) + (body.force.x / body.mass) * deltaTimeSquared; body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / body.mass) * deltaTimeSquared; @@ -491,7 +491,7 @@ var Body = {}; body.position.x += body.velocity.x; body.position.y += body.velocity.y; - // update angular velocity with verlet integration + // update angular velocity with Verlet integration body.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared; body.anglePrev = body.angle; body.angle += body.angularVelocity; @@ -566,7 +566,7 @@ var Body = {}; * * [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }] * - * When passed via `Body.create`, the verticies are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation). + * When passed via `Body.create`, the vertices are translated relative to `body.position` (i.e. world-space, and constantly updated by `Body.update` during simulation). * The `Vector` objects are also augmented with additional properties required for efficient collision detection. * * Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).