From cb9dedd44dd3f89a169b3d35da72c758d31fc961 Mon Sep 17 00:00:00 2001 From: Jihoon Kim Date: Tue, 7 Jan 2014 14:28:45 +0900 Subject: fix typos in EFL documents --- src/lib/ephysics/EPhysics.h | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'src/lib/ephysics') diff --git a/src/lib/ephysics/EPhysics.h b/src/lib/ephysics/EPhysics.h index f3716f9d00..e7c7743f60 100644 --- a/src/lib/ephysics/EPhysics.h +++ b/src/lib/ephysics/EPhysics.h @@ -513,7 +513,7 @@ typedef struct _EPhysics_Shape EPhysics_Shape; * The returned shape initially doesn't has points set, so it's required * to set vertices with @ref ephysics_shape_point_add(). * - * After the shape is completelly defined, all the points were added, + * After the shape is completely defined, all the points were added, * it's possible to create one or more bodies with * @ref ephysics_body_shape_add(). * @@ -1048,7 +1048,7 @@ EAPI void ephysics_world_render_geometry_get(const EPhysics_World *world, Evas_C * * Save the dynamics world to a binary dump, a .bullet file. * - * @note Should be used only for debugging purporses. + * @note Should be used only for debugging purposes. * * @param world the world to be serialized. * @param path where the serialized world should be written to. @@ -1079,7 +1079,7 @@ EAPI void ephysics_world_del(EPhysics_World *world); * * A world can be played / paused. When running, it will simulate the * physics step by step. When paused, it will stop simulation. Consequently - * all the registered callbacks won't be called since no event will ocurr + * all the registered callbacks won't be called since no event will occur * (no collisions, no object updates). * * When a world is created it starts running. @@ -1705,7 +1705,7 @@ EAPI Eina_Bool ephysics_world_bodies_outside_back_autodel_get(const EPhysics_Wor * Also, keep in mind * that if you're using CPU intense calculations maybe this framerate won't * be achieved, so the time step will be bigger. You need to define - * what range of frames per secons you need to support and configure + * what range of frames per seconds you need to support and configure * @p max_sub_steps and @p fixed_time_step according to this. * * By decreasing the size of @p fixed_time_step, you are increasing the @@ -1981,7 +1981,7 @@ EAPI Eina_Bool ephysics_world_stack_enable_get(const EPhysics_World *world); * @li or @ref ephysics_body_shape_add(). * * Also they can be soft bodies, that won't act as rigid bodies. They will - * deform its shape under certain circunstances, like under collisions. + * deform its shape under certain circumstances, like under collisions. * Soft bodies can be created with: * @li @ref ephysics_body_soft_cylinder_add(); * @li @ref ephysics_body_soft_box_add(); @@ -2011,7 +2011,7 @@ EAPI Eina_Bool ephysics_world_stack_enable_get(const EPhysics_World *world); * be affected by gravity. * * Forces will be acting while they're set, changing bodies velocity over time. - * Impulses are applied only once, modifying bodies velocity imediatelly to the + * Impulses are applied only once, modifying bodies velocity immediately to the * new value. * * Forces can be managed with: @@ -2194,7 +2194,7 @@ typedef enum _EPhysics_Body_Cloth_Anchor_Side * @enum _EPhysics_Body_Face * @typedef EPhysics_Body_Face * - * Define in wich body's face the evas object should be set. + * Define in which body's face the evas object should be set. * * @see ephysics_body_face_evas_object_set() * @see ephysics_body_face_evas_object_unset() -- cgit v1.2.1