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author | Federico Ceratto <federico.ceratto@gmail.com> | 2015-02-15 16:20:32 +0000 |
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committer | Federico Ceratto <federico.ceratto@gmail.com> | 2015-02-15 16:20:32 +0000 |
commit | 657dca5c3b26a088ac291e06308d44d5e52c162f (patch) | |
tree | a3009486a0157d0a5d38bfabff3b041cab3e3779 /lib/pure/basic3d.nim | |
parent | c95f6f117a665bc6d3d64ae8703459759973f63f (diff) | |
download | Nim-657dca5c3b26a088ac291e06308d44d5e52c162f.tar.gz |
Fix typos
Diffstat (limited to 'lib/pure/basic3d.nim')
-rw-r--r-- | lib/pure/basic3d.nim | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/lib/pure/basic3d.nim b/lib/pure/basic3d.nim index 9a8e006ec..18ebed67b 100644 --- a/lib/pure/basic3d.nim +++ b/lib/pure/basic3d.nim @@ -23,7 +23,7 @@ import times ## ## Quick start example: ## -## # Create a matrix wich first rotates, then scales and at last translates +## # Create a matrix which first rotates, then scales and at last translates ## ## var m:TMatrix3d=rotate(PI,vector3d(1,1,2.5)) & scale(2.0) & move(100.0,200.0,300.0) ## @@ -320,7 +320,7 @@ proc rotateZ*(angle:float):TMatrix3d {.noInit.}= proc isUniform*(m:TMatrix3d,tol=1.0e-6):bool= ## Checks if the transform is uniform, that is - ## perpendicular axes of equal lenght, which means (for example) + ## perpendicular axes of equal length, which means (for example) ## it cannot transform a sphere into an ellipsoid. ## `tol` is used as tolerance for both equal length comparison ## and perpendicular comparison. @@ -483,7 +483,7 @@ proc equals*(m1:TMatrix3d,m2:TMatrix3d,tol=1.0e-6):bool= abs(m1.tw-m2.tw)<=tol proc `=~`*(m1,m2:TMatrix3d):bool= - ## Checks if `m1` and `m2` is aproximately equal, using a + ## Checks if `m1` and `m2` is approximately equal, using a ## tolerance of 1e-6. equals(m1,m2) @@ -788,7 +788,7 @@ proc angleTo*(v1,v2:TVector3d):float= proc arbitraryAxis*(norm:TVector3d):TMatrix3d {.noInit.}= ## Computes the rotation matrix that would transform ## world z vector into `norm`. The inverse of this matrix - ## is useful to tranform a planar 3d object to 2d space. + ## is useful to transform a planar 3d object to 2d space. ## This is the same algorithm used to interpret DXF and DWG files. const lim=1.0/64.0 var ax,ay,az:TVector3d |