moved source and text to american spelling

* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
This commit is contained in:
2007-04-04 13:18:41 +00:00
parent 203e6ed82b
commit afdd54fa37
123 changed files with 715 additions and 715 deletions

View File

@@ -95,12 +95,12 @@ float sasqrt(float fac)
return (float)sqrt(fac);
}
float Normalise(float *n)
float Normalize(float *n)
{
float d;
d= n[0]*n[0]+n[1]*n[1]+n[2]*n[2];
/* A larger value causes normalise errors in a scaled down models with camera xtreme close */
/* A larger value causes normalize errors in a scaled down models with camera xtreme close */
if(d>1.0e-35F) {
d= (float)sqrt(d);
@@ -1220,7 +1220,7 @@ void Mat3ToQuat_is_ok( float wmat[][3], float *q)
nor[0] = mat[2][1]; /* cross product with (0,0,1) */
nor[1] = -mat[2][0];
nor[2] = 0.0;
Normalise(nor);
Normalize(nor);
co= mat[2][2];
angle= 0.5f*saacos(co);
@@ -1341,7 +1341,7 @@ float *vectoquat( float *vec, short axis, short upflag)
}
co/= len1;
Normalise(nor);
Normalize(nor);
angle= 0.5f*saacos(co);
si= (float)sin(angle);
@@ -1414,14 +1414,14 @@ void VecUpMat3old( float *vec, float mat[][3], short axis)
mat[coz][0]= vec[0];
mat[coz][1]= vec[1];
mat[coz][2]= vec[2];
Normalise((float *)mat[coz]);
Normalize((float *)mat[coz]);
inp= mat[coz][0]*up[0] + mat[coz][1]*up[1] + mat[coz][2]*up[2];
mat[coy][0]= up[0] - inp*mat[coz][0];
mat[coy][1]= up[1] - inp*mat[coz][1];
mat[coy][2]= up[2] - inp*mat[coz][2];
Normalise((float *)mat[coy]);
Normalize((float *)mat[coy]);
Crossf(mat[cox], mat[coy], mat[coz]);
@@ -1460,14 +1460,14 @@ void VecUpMat3(float *vec, float mat[][3], short axis)
mat[coz][0]= vec[0];
mat[coz][1]= vec[1];
mat[coz][2]= vec[2];
Normalise((float *)mat[coz]);
Normalize((float *)mat[coz]);
inp= mat[coz][2];
mat[coy][0]= - inp*mat[coz][0];
mat[coy][1]= - inp*mat[coz][1];
mat[coy][2]= 1.0f - inp*mat[coz][2];
Normalise((float *)mat[coy]);
Normalize((float *)mat[coy]);
Crossf(mat[cox], mat[coy], mat[coz]);
@@ -1751,20 +1751,20 @@ void i_lookat(float vx, float vy, float vz, float px, float py, float pz, float
void Mat3Ortho(float mat[][3])
{
Normalise(mat[0]);
Normalise(mat[1]);
Normalise(mat[2]);
Normalize(mat[0]);
Normalize(mat[1]);
Normalize(mat[2]);
}
void Mat4Ortho(float mat[][4])
{
float len;
len= Normalise(mat[0]);
len= Normalize(mat[0]);
if(len!=0.0) mat[0][3]/= len;
len= Normalise(mat[1]);
len= Normalize(mat[1]);
if(len!=0.0) mat[1][3]/= len;
len= Normalise(mat[2]);
len= Normalize(mat[2]);
if(len!=0.0) mat[2][3]/= len;
}
@@ -1876,7 +1876,7 @@ void CalcNormShort( short *v1, short *v2, short *v3, float *n) /* is also cross
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
Normalise(n);
Normalize(n);
}
void CalcNormLong( int* v1, int*v2, int*v3, float *n)
@@ -1892,7 +1892,7 @@ void CalcNormLong( int* v1, int*v2, int*v3, float *n)
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
Normalise(n);
Normalize(n);
}
float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
@@ -1908,7 +1908,7 @@ float CalcNormFloat( float *v1, float *v2, float *v3, float *n)
n[0]= n1[1]*n2[2]-n1[2]*n2[1];
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
return Normalise(n);
return Normalize(n);
}
float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
@@ -1928,7 +1928,7 @@ float CalcNormFloat4( float *v1, float *v2, float *v3, float *v4, float *n)
n[1]= n1[2]*n2[0]-n1[0]*n2[2];
n[2]= n1[0]*n2[1]-n1[1]*n2[0];
return Normalise(n);
return Normalize(n);
}
@@ -2022,12 +2022,12 @@ float AreaQ3Dfl( float *v1, float *v2, float *v3, float *v4) /* only convex Qu
VecSubf(vec1, v2, v1);
VecSubf(vec2, v4, v1);
Crossf(n, vec1, vec2);
len= Normalise(n);
len= Normalize(n);
VecSubf(vec1, v4, v3);
VecSubf(vec2, v2, v3);
Crossf(n, vec1, vec2);
len+= Normalise(n);
len+= Normalize(n);
return (len/2.0f);
}
@@ -2039,7 +2039,7 @@ float AreaT3Dfl( float *v1, float *v2, float *v3) /* Triangles */
VecSubf(vec1, v3, v2);
VecSubf(vec2, v1, v2);
Crossf(n, vec1, vec2);
len= Normalise(n);
len= Normalize(n);
return (len/2.0f);
}
@@ -2403,7 +2403,7 @@ void VecRotToQuat( float *vec, float phi, float *quat)
quat[2]= vec[1];
quat[3]= vec[2];
if( Normalise(quat+1) == 0.0) {
if( Normalize(quat+1) == 0.0) {
QuatOne(quat);
}
else {
@@ -2424,8 +2424,8 @@ float VecAngle3(float *v1, float *v2, float *v3)
VecSubf(vec1, v2, v1);
VecSubf(vec2, v2, v3);
Normalise(vec1);
Normalise(vec2);
Normalize(vec1);
Normalize(vec2);
return NormalizedVecAngle2(vec1, vec2) * 180.0/M_PI;
}
@@ -2437,8 +2437,8 @@ float VecAngle2(float *v1, float *v2)
VecCopyf(vec1, v1);
VecCopyf(vec2, v2);
Normalise(vec1);
Normalise(vec2);
Normalize(vec1);
Normalize(vec2);
return NormalizedVecAngle2(vec1, vec2)* 180.0/M_PI;
}
@@ -2585,11 +2585,11 @@ void Mat3ToSize( float mat[][3], float *size)
float vec[3];
VecCopyf(vec, mat[0]);
size[0]= Normalise(vec);
size[0]= Normalize(vec);
VecCopyf(vec, mat[1]);
size[1]= Normalise(vec);
size[1]= Normalize(vec);
VecCopyf(vec, mat[2]);
size[2]= Normalise(vec);
size[2]= Normalize(vec);
}
@@ -2599,11 +2599,11 @@ void Mat4ToSize( float mat[][4], float *size)
VecCopyf(vec, mat[0]);
size[0]= Normalise(vec);
size[0]= Normalize(vec);
VecCopyf(vec, mat[1]);
size[1]= Normalise(vec);
size[1]= Normalize(vec);
VecCopyf(vec, mat[2]);
size[2]= Normalise(vec);
size[2]= Normalize(vec);
}
/* ************* SPECIALS ******************* */
@@ -2619,7 +2619,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
n[0]= vec[1];
n[1]= -vec[0];
n[2]= 0.0;
Normalise(n);
Normalize(n);
if(n[0]==0.0 && n[1]==0.0) n[0]= 1.0;
@@ -2639,7 +2639,7 @@ void triatoquat( float *v1, float *v2, float *v3, float *quat)
/* what angle has this line with x-axis? */
vec[2]= 0.0;
Normalise(vec);
Normalize(vec);
angle= (float)(0.5*atan2(vec[1], vec[0]));
co= (float)cos(angle);
@@ -2700,7 +2700,7 @@ float Inp2f(float *v1, float *v2)
return v1[0]*v2[0]+v1[1]*v2[1];
}
float Normalise2(float *n)
float Normalize2(float *n)
{
float d;