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-rw-r--r--indra/llmath/v2math.h4
-rw-r--r--indra/llmath/v3color.h2
-rw-r--r--indra/llmath/v3math.h4
3 files changed, 5 insertions, 5 deletions
diff --git a/indra/llmath/v2math.h b/indra/llmath/v2math.h
index c896b80977..ab4840dadf 100644
--- a/indra/llmath/v2math.h
+++ b/indra/llmath/v2math.h
@@ -115,8 +115,8 @@ class LLVector2
F32 angle_between(const LLVector2 &a, const LLVector2 &b); // Returns angle (radians) between a and b
BOOL are_parallel(const LLVector2 &a, const LLVector2 &b, F32 epsilon=F_APPROXIMATELY_ZERO); // Returns TRUE if a and b are very close to parallel
F32 dist_vec(const LLVector2 &a, const LLVector2 &b); // Returns distance between a and b
-F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b);// Returns distance sqaured between a and b
-F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b);// Returns distance sqaured between a and b ignoring Z component
+F32 dist_vec_squared(const LLVector2 &a, const LLVector2 &b);// Returns distance squared between a and b
+F32 dist_vec_squared2D(const LLVector2 &a, const LLVector2 &b);// Returns distance squared between a and b ignoring Z component
LLVector2 lerp(const LLVector2 &a, const LLVector2 &b, F32 u); // Returns a vector that is a linear interpolation between a and b
// Constructors
diff --git a/indra/llmath/v3color.h b/indra/llmath/v3color.h
index 05f6186893..2b9f48bd43 100644
--- a/indra/llmath/v3color.h
+++ b/indra/llmath/v3color.h
@@ -160,7 +160,7 @@ void LLColor3::clamp()
// Non-member functions
F32 distVec(const LLColor3 &a, const LLColor3 &b); // Returns distance between a and b
-F32 distVec_squared(const LLColor3 &a, const LLColor3 &b);// Returns distance sqaured between a and b
+F32 distVec_squared(const LLColor3 &a, const LLColor3 &b);// Returns distance squared between a and b
inline LLColor3::LLColor3(void)
{
diff --git a/indra/llmath/v3math.h b/indra/llmath/v3math.h
index 42ca1f88b2..e5c9f8e885 100644
--- a/indra/llmath/v3math.h
+++ b/indra/llmath/v3math.h
@@ -160,8 +160,8 @@ typedef LLVector3 LLSimLocalVec;
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
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 sqaured between a and b
-F32 dist_vec_squared2D(const LLVector3 &a, const LLVector3 &b);// Returns distance sqaured between a and b ignoring Z component
+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
LLVector3 projected_vec(const LLVector3 &a, const LLVector3 &b); // Returns vector a projected on vector b
LLVector3 lerp(const LLVector3 &a, const LLVector3 &b, F32 u); // Returns a vector that is a linear interpolation between a and b