Fix typos
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81 changed files with 126 additions and 126 deletions
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@ -23,7 +23,7 @@ import times
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##
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## Quick start example:
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##
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## # Create a matrix wich first rotates, then scales and at last translates
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## # Create a matrix which first rotates, then scales and at last translates
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##
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## var m:TMatrix3d=rotate(PI,vector3d(1,1,2.5)) & scale(2.0) & move(100.0,200.0,300.0)
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##
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@ -320,7 +320,7 @@ proc rotateZ*(angle:float):TMatrix3d {.noInit.}=
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proc isUniform*(m:TMatrix3d,tol=1.0e-6):bool=
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## Checks if the transform is uniform, that is
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## perpendicular axes of equal lenght, which means (for example)
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## perpendicular axes of equal length, which means (for example)
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## it cannot transform a sphere into an ellipsoid.
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## `tol` is used as tolerance for both equal length comparison
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## and perpendicular comparison.
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@ -483,7 +483,7 @@ proc equals*(m1:TMatrix3d,m2:TMatrix3d,tol=1.0e-6):bool=
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abs(m1.tw-m2.tw)<=tol
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proc `=~`*(m1,m2:TMatrix3d):bool=
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## Checks if `m1` and `m2` is aproximately equal, using a
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## Checks if `m1` and `m2` is approximately equal, using a
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## tolerance of 1e-6.
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equals(m1,m2)
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@ -788,7 +788,7 @@ proc angleTo*(v1,v2:TVector3d):float=
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proc arbitraryAxis*(norm:TVector3d):TMatrix3d {.noInit.}=
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## Computes the rotation matrix that would transform
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## world z vector into `norm`. The inverse of this matrix
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## is useful to tranform a planar 3d object to 2d space.
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## is useful to transform a planar 3d object to 2d space.
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## This is the same algorithm used to interpret DXF and DWG files.
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const lim=1.0/64.0
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var ax,ay,az:TVector3d
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