first of the c code comment translation in the mother of all directories!
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@@ -136,7 +136,7 @@ static void init_gl_materials(Object *ob)
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matbuf[0][1][2]= defmaterial.specb;
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matbuf[0][1][3]= 1.0;
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/* ook matnr 1, displists! */
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/* do material 1 too, for displists! */
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VECCOPY(matbuf[1][0], matbuf[0][0]);
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VECCOPY(matbuf[1][1], matbuf[0][1]);
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}
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@@ -450,25 +450,25 @@ static void tekenshadbuflimits(Lamp *la, float mat[][4])
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static void spotvolume(float *lvec, float *vvec, float inp)
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{
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/* camera staat op 0,0,0 */
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/* camera is at 0,0,0 */
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float temp[3],plane[3],mat1[3][3],mat2[3][3],mat3[3][3],mat4[3][3],q[4],co,si,hoek;
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Normalise(lvec);
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Normalise(vvec); /* is dit de goede vector ? */
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Normalise(vvec); /* is this the correct vector ? */
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Crossf(temp,vvec,lvec); /* vergelijking van vlak door vvec en lvec */
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Crossf(plane,lvec,temp); /* en dan het vlak loodrecht daarop en evenwijdig aan lvec */
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Crossf(temp,vvec,lvec); /* equation for a plane through vvec en lvec */
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Crossf(plane,lvec,temp); /* a plane perpendicular to this, parrallel with lvec */
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Normalise(plane);
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/* nu hebben we twee vergelijkingen: die van de kegel en die van het vlak, maar we hebben
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drie onbekenden We halen nu een onbekende weg door het vlak naar z=0 te roteren */
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/* Ik heb geen flauw idee of dat mag, we moeten tenslotte twee oplossingen krijgen, maar we
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proberen het gewoon: vlak vector moet (0,0,1) worden*/
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/* now we've got two equations: one of a cone and one of a plane, but we have
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three unknowns. We remove one unkown by rotating the plane to z=0 (the plane normal) */
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/* roteer om uitproduct vector van (0,0,1) en vlakvector, inproduct graden */
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/* volgens defenitie volgt dat uitproduct is (plane[1],-plane[0],0), en cos() = plane[2]);*/
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/* rotate around cross product vector of (0,0,1) and plane normal, dot product degrees */
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/* according definition, we derive cross product is (plane[1],-plane[0],0), en cos = plane[2]);*/
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/* translating this comment to english didnt really help me understanding the math! :-) (ton) */
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q[1] = plane[1] ;
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q[2] = -plane[0] ;
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q[3] = 0 ;
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@@ -485,7 +485,7 @@ static void spotvolume(float *lvec, float *vvec, float inp)
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QuatToMat3(q,mat1);
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/* lampvector nu over acos(inp) graden roteren */
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/* rotate lamp vector now over acos(inp) degrees */
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vvec[0] = lvec[0] ;
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vvec[1] = lvec[1] ;
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@@ -629,7 +629,7 @@ static void draw_limit_line(float sta, float end, unsigned int col)
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void drawcamera(Object *ob)
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{
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/* een staande piramide met (0,0,0) als top */
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/* a standing up pyramid with (0,0,0) as top */
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Camera *cam;
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World *wrld;
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float vec[8][4], tmat[4][4], fac, facx, facy, depth;
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@@ -638,7 +638,7 @@ void drawcamera(Object *ob)
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glDisable(GL_LIGHTING);
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glDisable(GL_CULL_FACE);
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/* zo is ie altijd te zien */
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/* that way it's always visible */
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fac= cam->drawsize;
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if(G.vd->persp>=2) fac= cam->clipsta+0.1;
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@@ -646,7 +646,7 @@ void drawcamera(Object *ob)
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facx= fac*1.28;
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facy= fac*1.024;
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vec[0][0]= 0; vec[0][1]= 0; vec[0][2]= 0.001; /* GLBUG: z niet op nul vanwege picking op entry */
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vec[0][0]= 0; vec[0][1]= 0; vec[0][2]= 0.001; /* GLBUG: for picking at iris Entry (well thats old!) */
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vec[1][0]= facx; vec[1][1]= facy; vec[1][2]= depth;
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vec[2][0]= facx; vec[2][1]= -facy; vec[2][2]= depth;
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vec[3][0]= -facx; vec[3][1]= -facy; vec[3][2]= depth;
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@@ -674,7 +674,7 @@ void drawcamera(Object *ob)
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if(G.vd->persp>=2) return;
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if(G.f & G_BACKBUFSEL) return;
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/* pijl aan top */
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/* arrow on top */
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vec[0][2]= depth;
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glBegin(GL_QUADS);
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@@ -1039,7 +1039,7 @@ void tekenvertices_ext(int mode)
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glDrawBuffer(GL_FRONT);
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/* alle views aflopen */
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/* check all views */
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tempsa= curarea;
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sa= G.curscreen->areabase.first;
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while(sa) {
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@@ -1423,7 +1423,7 @@ static void drawDispListsolid(ListBase *lb, Object *ob)
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set_gl_material(dl->col+1);
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/* voor poly's is er maar 1 normaal nodig */
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/* voor polys only one normal needed */
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if(index3_nors_incr==0) {
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while(parts--) {
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@@ -1773,7 +1773,7 @@ static void drawmeshsolid(Object *ob, float *nors)
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}
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/* dit GL_QUADS grapje is op snelheid getest: factor 2! */
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/* this GL_QUADS joke below was tested for speed: a factor 2! */
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if(v4) {if(glmode==GL_TRIANGLES) {glmode= GL_QUADS; glEnd(); glBegin(GL_QUADS);}}
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else {if(glmode==GL_QUADS) {glmode= GL_TRIANGLES; glEnd(); glBegin(GL_TRIANGLES);}}
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@@ -1891,7 +1891,7 @@ static void drawmeshshaded(Object *ob, unsigned int *col1, unsigned int *col2)
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me= ob->data;
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mface= me->mface;
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/* tekent ie geen hide */
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/* then it does not draw hide */
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if( (G.f & G_FACESELECT) && ob==((G.scene->basact) ? (G.scene->basact->object) : 0)) tface= me->tface;
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else tface= 0;
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@@ -2088,7 +2088,7 @@ static void drawDispList(Object *ob, int dt)
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else
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#endif
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if( G.f & (G_VERTEXPAINT+G_TEXTUREPAINT)) {
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/* in deze volgorde: vertexpaint heeft soms al mcol gemaakt */
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/* in order: vertexpaint already made mcol */
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///*
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//*/
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@@ -2152,7 +2152,7 @@ static void drawDispList(Object *ob, int dt)
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dl= lb->first;
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if(dl==0) return;
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/* regel: dl->type INDEX3 altijd vooraan in lijst */
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/* rule: dl->type INDEX3 is always first in list */
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if(dl->type!=DL_INDEX3) {
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curve_to_filledpoly(ob->data, lb);
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dl= lb->first;
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@@ -2430,7 +2430,7 @@ static void drawmeshwire(Object *ob)
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glEnd();
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}
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if(G.f & (G_FACESELECT+G_DRAWFACES)) { /* vlakken */
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if(G.f & (G_FACESELECT+G_DRAWFACES)) { /* faces */
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evl= G.edvl.first;
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while(evl) {
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@@ -2868,7 +2868,7 @@ static void drawnurb(Object *ob, Nurb *nurb, int dt)
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float vec[3];
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int a, nr, skip;
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/* eerst handles niet select */
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/* first non-selected handles */
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nu= nurb;
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while(nu) {
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if((nu->type & 7)==CU_BEZIER) {
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@@ -2877,7 +2877,7 @@ static void drawnurb(Object *ob, Nurb *nurb, int dt)
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nu= nu->next;
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}
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/* dan DispList */
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/* then DispList */
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cpack(0);
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cu= ob->data;
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@@ -3247,7 +3247,7 @@ void draw_object(Base *base)
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ob= base->object;
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/* keys tekenen? */
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/* draw keys? */
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if(base==(G.scene->basact) || (base->flag & (SELECT+BA_WASSEL))) {
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if(warning_recursive==0 && ob!=G.obedit) {
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if(ob->ipo && ob->ipo->showkey && (ob->ipoflag & OB_DRAWKEY)) {
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@@ -3318,12 +3318,12 @@ void draw_object(Base *base)
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}
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}
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/* patch? kinderen met timeoffs verprutsen ouders. Hoe los je dat op! */
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/* patch? children objects with a timeoffs change the parents. How to solve! */
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/* if( ((int)ob->ctime) != F_(G.scene->r.cfra)) where_is_object(ob); */
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mymultmatrix(ob->obmat);
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/* welke wire kleur */
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/* which wire color */
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if((G.f & (G_BACKBUFSEL+G_PICKSEL)) == 0) {
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project_short(ob->obmat[3], &base->sx);
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@@ -3350,7 +3350,7 @@ void draw_object(Base *base)
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if(G.zbuf==0 && dt>OB_WIRE) dt= OB_WIRE;
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dtx= 0;
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/* faceselect uitzondering: ook solid tekenen als dt==wire, behalve in editmode */
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/* faceselect exception: also draw solid when dt==wire, except in editmode */
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if(ob==((G.scene->basact) ? (G.scene->basact->object) : 0) && (G.f & (G_FACESELECT+G_VERTEXPAINT+G_TEXTUREPAINT+G_WEIGHTPAINT))) {
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if(ob->type==OB_MESH) {
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@@ -3466,7 +3466,7 @@ void draw_object(Base *base)
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&& ((G.f & (G_BACKBUFSEL+G_PICKSEL)) == 0) ) {
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paf = give_parteff(ob);
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if( paf ) {
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if(col) cpack(0xFFFFFF); /* zichtbaarheid */
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if(col) cpack(0xFFFFFF); /* for visibility */
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if(paf->flag & PAF_STATIC) draw_static_particle_system(ob, paf);
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else draw_particle_system(ob, paf);
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cpack(col);
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@@ -3488,8 +3488,6 @@ void draw_object(Base *base)
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case OB_CURVE:
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case OB_SURF:
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cu= ob->data;
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/* een pad niet solid tekenen: wel dus!!! */
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/* if(cu->flag & CU_PATH) if(dt>OB_WIRE) dt= OB_WIRE; */
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if(ob==G.obedit) {
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drawnurb(ob, editNurb.first, dt);
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@@ -3508,7 +3506,7 @@ void draw_object(Base *base)
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drawaxes(1.0);
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break;
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case OB_LAMP:
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/* doet myloadmatrix */
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/* does a myloadmatrix */
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drawlamp(ob);
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break;
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case OB_CAMERA:
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@@ -3531,7 +3529,7 @@ void draw_object(Base *base)
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}
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}
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/* draw extra: na gewone draw ivm makeDispList */
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/* draw extra: after normal draw because of makeDispList */
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if(dtx) {
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if(G.f & G_SIMULATION);
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else if(dtx & OB_AXIS) {
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@@ -3573,7 +3571,7 @@ void draw_object(Base *base)
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if(G.f & G_SIMULATION) return;
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if((G.f & (G_BACKBUFSEL+G_PICKSEL))==0) {
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/* hulplijnen e.d. */
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/* help lines and so */
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if(ob->parent && (ob->parent->lay & G.vd->lay)) {
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setlinestyle(3);
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glBegin(GL_LINES);
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@@ -3643,12 +3641,12 @@ void draw_object_ext(Base *base)
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glDrawBuffer(GL_FRONT);
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/* alle views aflopen */
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/* check all views */
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tempsa= curarea;
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sa= G.curscreen->areabase.first;
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while(sa) {
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if(sa->spacetype==SPACE_VIEW3D) {
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/* er wordt beperkt in beide buffers getekend: selectbuffer! */
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/* limited drawing in both buffers: selectbuffer! */
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vd= sa->spacedata.first;
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if(base->lay & vd->lay) {
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