Fix squered typo
Squered -> Squared
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@@ -66,7 +66,7 @@ namespace glm
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template<typename genType>
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GLM_FUNC_DECL bool intersectRaySphere(
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genType const& rayStarting, genType const& rayNormalizedDirection,
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genType const& sphereCenter, typename genType::value_type const sphereRadiusSquered,
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genType const& sphereCenter, typename genType::value_type const sphereRadiusSquared,
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typename genType::value_type & intersectionDistance);
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//! Compute the intersection of a ray and a sphere.
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@@ -135,7 +135,7 @@ namespace glm
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GLM_FUNC_QUALIFIER bool intersectRaySphere
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(
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genType const& rayStarting, genType const& rayNormalizedDirection,
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genType const& sphereCenter, const typename genType::value_type sphereRadiusSquered,
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genType const& sphereCenter, const typename genType::value_type sphereRadiusSquared,
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typename genType::value_type & intersectionDistance
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)
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{
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@@ -143,11 +143,11 @@ namespace glm
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genType diff = sphereCenter - rayStarting;
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typename genType::value_type t0 = dot(diff, rayNormalizedDirection);
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typename genType::value_type dSquared = dot(diff, diff) - t0 * t0;
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if( dSquared > sphereRadiusSquered )
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if( dSquared > sphereRadiusSquared )
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{
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return false;
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}
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typename genType::value_type t1 = sqrt( sphereRadiusSquered - dSquared );
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typename genType::value_type t1 = sqrt( sphereRadiusSquared - dSquared );
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intersectionDistance = t0 > t1 + Epsilon ? t0 - t1 : t0 + t1;
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return intersectionDistance > Epsilon;
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}
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