- first of a series of translated C comments. No dutchies get advantage anymore soon... :-)

This commit is contained in:
2003-04-25 15:48:11 +00:00
parent c46a6de931
commit e1d6502259
5 changed files with 200 additions and 205 deletions

View File

@@ -1,6 +1,5 @@
/* effect.c MIX MODEL
/* effect.c
*
* dec 95
*
* $Id$
*
@@ -166,7 +165,7 @@ Effect *copy_effect(Effect *eff)
void copy_act_effect(Object *ob)
{
/* return de aktieve eff gekopieerd */
/* return a copy of the active effect */
Effect *effn, *eff;
eff= ob->effect.first;
@@ -183,7 +182,7 @@ void copy_act_effect(Object *ob)
eff= eff->next;
}
/* als tie hier komt: new effect */
/* when it comes here: add new effect */
eff= add_effect(EFF_BUILD);
BLI_addtail(&ob->effect, eff);
@@ -244,7 +243,7 @@ Particle *new_particle(PartEff *paf)
static Particle *pa;
static int cur;
/* afspraak: als paf->keys==0: alloc */
/* we agree: when paf->keys==0: alloc */
if(paf->keys==0) {
pa= paf->keys= MEM_callocN( paf->totkey*paf->totpart*sizeof(Particle), "particlekeys" );
cur= 0;
@@ -279,7 +278,7 @@ void where_is_particle(PartEff *paf, Particle *pa, float ctime, float *vec)
return;
}
/* eerst op zoek naar de eerste particlekey */
/* first find the first particlekey */
a= (int)((paf->totkey-1)*(ctime-pa->time)/pa->lifetime);
if(a>=paf->totkey) a= paf->totkey-1;
@@ -351,14 +350,14 @@ void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float *
damp= 1.0f-paf->damp;
pa= part;
/* startsnelheid: random */
/* start speed: random */
if(paf->randfac!=0.0) {
pa->no[0]+= (float)(paf->randfac*( BLI_drand() -0.5));
pa->no[1]+= (float)(paf->randfac*( BLI_drand() -0.5));
pa->no[2]+= (float)(paf->randfac*( BLI_drand() -0.5));
}
/* startsnelheid: texture */
/* start speed: texture */
if(mtex && paf->texfac!=0.0) {
particle_tex(mtex, paf, pa->co, pa->no);
}
@@ -371,20 +370,20 @@ void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float *
b= paf->totkey-1;
while(b--) {
/* nieuwe tijd */
/* new time */
pa->time= opa->time+deltalife;
/* nieuwe plek */
/* new location */
pa->co[0]= opa->co[0] + deltalife*opa->no[0];
pa->co[1]= opa->co[1] + deltalife*opa->no[1];
pa->co[2]= opa->co[2] + deltalife*opa->no[2];
/* nieuwe snelheid */
/* new speed */
pa->no[0]= opa->no[0] + deltalife*force[0];
pa->no[1]= opa->no[1] + deltalife*force[1];
pa->no[2]= opa->no[2] + deltalife*force[2];
/* snelheid: texture */
/* speed: texture */
if(mtex && paf->texfac!=0.0) {
particle_tex(mtex, paf, pa->co, pa->no);
}
@@ -396,11 +395,11 @@ void make_particle_keys(int depth, int nr, PartEff *paf, Particle *part, float *
opa= pa;
pa++;
/* opa wordt onderin ook gebruikt */
/* opa is used later on too! */
}
if(deform) {
/* alle keys deformen */
/* deform all keys */
pa= part;
b= paf->totkey;
while(b--) {
@@ -583,7 +582,7 @@ void build_particle_system(Object *ob)
disable_speed_curve(1);
/* alle particles genereren */
/* generate all particles */
if(paf->keys) MEM_freeN(paf->keys);
paf->keys= 0;
new_particle(paf);
@@ -595,11 +594,11 @@ void build_particle_system(Object *ob)
sfraont= ob->sf;
ob->sf= 0.0;
/* mult generaties? */
/* mult generations? */
totpart= paf->totpart;
for(a=0; a<PAF_MAXMULT; a++) {
if(paf->mult[a]!=0.0) {
/* interessante formule! opdezewijze is na 'x' generaties het totale aantal paf->totpart */
/* interessant formula! this way after 'x' generations the total is paf->totpart */
totpart= (int)(totpart / (1.0+paf->mult[a]*paf->child[a]));
}
else break;
@@ -608,14 +607,14 @@ void build_particle_system(Object *ob)
ftime= paf->sta;
dtime= (paf->end - paf->sta)/totpart;
/* hele hiera onthouden */
/* remember full hierarchy */
par= ob;
while(par) {
pushdata(par, sizeof(Object));
par= par->parent;
}
/* alles op eerste frame zetten */
/* set it all at first frame */
G.scene->r.cfra= cfralast= (int)floor(ftime);
par= ob;
while(par) {
@@ -638,7 +637,7 @@ void build_particle_system(Object *ob)
BLI_srand(paf->seed);
/* gaat anders veuls te hard */
/* otherwise it goes way too fast */
force[0]= paf->force[0]*0.05f;
force[1]= paf->force[1]*0.05f;
force[2]= paf->force[2]*0.05f;
@@ -654,15 +653,15 @@ void build_particle_system(Object *ob)
pa= new_particle(paf);
pa->time= ftime;
/* ob op juiste tijd zetten */
/* set ob at correct time */
if((paf->flag & PAF_STATIC)==0) {
cur= (int)floor(ftime) + 1 ; /* + 1 heeft een reden: (obmat/prevobmat) anders beginnen b.v. komeetstaartjes te laat */
cur= (int)floor(ftime) + 1 ; /* + 1 has a reason: (obmat/prevobmat) otherwise comet-tails start too late */
if(cfralast != cur) {
G.scene->r.cfra= cfralast= cur;
/* later bijgevoegd: blur? */
/* added later: blur? */
bsystem_time(ob, ob->parent, (float)G.scene->r.cfra, 0.0);
par= ob;
@@ -679,7 +678,7 @@ void build_particle_system(Object *ob)
Mat3CpyMat4(imat, ob->imat);
}
}
/* coordinaat ophalen */
/* get coordinates */
if(paf->flag & PAF_FACE) give_mesh_mvert(me, a, co, no);
else {
mvert= me->mvert + (a % me->totvert);
@@ -696,18 +695,18 @@ void build_particle_system(Object *ob)
VECCOPY(vec, co);
Mat4MulVecfl(prevobmat, vec);
/* eerst even startsnelheid: object */
/* first start speed: object */
VecSubf(pa->no, pa->co, vec);
VecMulf(pa->no, paf->obfac);
/* nu juiste interframe co berekenen */
/* calculate the correct inter-frame */
fac= (ftime- (float)floor(ftime));
pa->co[0]= fac*pa->co[0] + (1.0f-fac)*vec[0];
pa->co[1]= fac*pa->co[1] + (1.0f-fac)*vec[1];
pa->co[2]= fac*pa->co[2] + (1.0f-fac)*vec[2];
}
/* startsnelheid: normaal */
/* start speed: normal */
if(paf->normfac!=0.0) {
/* sp= mvert->no; */
/* transpose ! */
@@ -736,16 +735,16 @@ void build_particle_system(Object *ob)
give_mesh_mvert(0, 0, 0, 0);
/* hele hiera terug */
/* put hierarchy back */
par= ob;
while(par) {
popfirst(par);
/* geen ob->ipo doen: insertkey behouden */
/* do not do ob->ipo: keep insertkey */
do_ob_key(par);
par= par->parent;
}
/* restore: NA popfirst */
/* restore: AFTER popfirst */
ob->sf= sfraont;
disable_speed_curve(0);
@@ -758,10 +757,10 @@ void build_particle_system(Object *ob)
void calc_wave_deform(WaveEff *wav, float ctime, float *co)
{
/* co is in lokale coords */
/* co is in local coords */
float lifefac, x, y, amplit;
/* mag eigenlijk niet voorkomen */
/* actually this should not happen */
if((wav->flag & (WAV_X+WAV_Y))==0) return;
lifefac= wav->height;
@@ -787,7 +786,7 @@ void calc_wave_deform(WaveEff *wav, float ctime, float *co)
}
else amplit= y;
/* zo maaktie mooie cirkels */
/* this way it makes nice circles */
amplit-= (ctime-wav->timeoffs)*wav->speed;
if(wav->flag & WAV_CYCL) {
@@ -814,7 +813,7 @@ void object_wave(Object *ob)
float *fp, ctime;
int a, first;
/* is er een mave */
/* is there a wave */
wav= ob->effect.first;
while(wav) {
if(wav->type==EFF_WAVE) break;
@@ -838,7 +837,7 @@ void object_wave(Object *ob)
while(wav) {
if(wav->type==EFF_WAVE) {
/* voorberekenen */
/* precalculate */
wav->minfac= (float)(1.0/exp(wav->width*wav->narrow*wav->width*wav->narrow));
if(wav->damp==0) wav->damp= 10.0f;