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Spellchecking

This commit is contained in:
PlNG 2015-01-20 11:07:44 -05:00
parent 65d5d9330b
commit 723ddcf572

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@ -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. * 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. * 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 * @method create
* @param {} options * @param {} options
* @return {body} body * @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 * @method applyGravityAll
* @param {body[]} bodies * @param {body[]} bodies
* @param {vector} gravity * @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 * @method updateAll
* @param {body[]} bodies * @param {body[]} bodies
* @param {number} deltaTime * @param {number} deltaTime
@ -482,7 +482,7 @@ var Body = {};
velocityPrevX = body.position.x - body.positionPrev.x, velocityPrevX = body.position.x - body.positionPrev.x,
velocityPrevY = body.position.y - body.positionPrev.y; 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.x = (velocityPrevX * frictionAir * correction) + (body.force.x / body.mass) * deltaTimeSquared;
body.velocity.y = (velocityPrevY * frictionAir * correction) + (body.force.y / 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.x += body.velocity.x;
body.position.y += body.velocity.y; 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.angularVelocity = ((body.angle - body.anglePrev) * frictionAir * correction) + (body.torque / body.inertia) * deltaTimeSquared;
body.anglePrev = body.angle; body.anglePrev = body.angle;
body.angle += body.angularVelocity; body.angle += body.angularVelocity;
@ -566,7 +566,7 @@ var Body = {};
* *
* [{ x: 0, y: 0 }, { x: 25, y: 50 }, { x: 50, y: 0 }] * [{ 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. * 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`). * Other properties such as `inertia` and `bounds` are automatically calculated from the passed vertices (unless provided via `options`).