Fix typos

This commit is contained in:
Federico Ceratto 2015-02-15 16:20:32 +00:00
commit 657dca5c3b
81 changed files with 126 additions and 126 deletions

View file

@ -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