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-rw-r--r--indra/llmath/v3math.h8
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h
index 3d2365e04b..fa6ad06008 100644
--- a/indra/llmath/v3math.h
+++ b/indra/llmath/v3math.h
@@ -72,7 +72,7 @@ class LLVector3
void setValue(const LLSD& sd);
inline bool isFinite() const; // checks to see if all values of LLVector3 are finite
- bool clamp(F32 min, F32 max); // Clamps all values to (min,max), returns TRUE if data changed
+ bool clamp(F32 min, F32 max); // Clamps all values to (min,max), returns true if data changed
bool clamp(const LLVector3 &min_vec, const LLVector3 &max_vec); // Scales vector by another vector
bool clampLength( F32 length_limit ); // Scales vector to limit length to a value
@@ -80,7 +80,7 @@ class LLVector3
void quantize8(F32 lowerxy, F32 upperxy, F32 lowerz, F32 upperz); // changes the vector to reflect quatization
void snap(S32 sig_digits); // snaps x,y,z to sig_digits decimal places
- bool abs(); // sets all values to absolute value of original value (first octant), returns TRUE if changed
+ bool abs(); // sets all values to absolute value of original value (first octant), returns true if changed
inline void clear(); // Clears LLVector3 to (0, 0, 0)
inline void setZero(); // Clears LLVector3 to (0, 0, 0)
@@ -119,7 +119,7 @@ class LLVector3
const LLVector3& scaleVec(const LLVector3& vec); // scales per component by vec
LLVector3 scaledVec(const LLVector3& vec) const; // get a copy of this vector scaled by vec
- bool isNull() const; // Returns TRUE if vector has a _very_small_ length
+ bool isNull() const; // Returns true if vector has a _very_small_ length
bool isExactlyZero() const { return !mV[VX] && !mV[VY] && !mV[VZ]; }
F32 operator[](int idx) const { return mV[idx]; }
@@ -157,7 +157,7 @@ typedef LLVector3 LLSimLocalVec;
// Non-member functions
F32 angle_between(const LLVector3 &a, const LLVector3 &b); // Returns angle (radians) between a and b
-bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel
+bool are_parallel(const LLVector3 &a, const LLVector3 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns true if a and b are very close to parallel
F32 dist_vec(const LLVector3 &a, const LLVector3 &b); // Returns distance between a and b
F32 dist_vec_squared(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b
F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance squared between a and b ignoring Z component