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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
synced 2024-11-13 10:49:11 +00:00
Changed: #878 Fix typos in comments/code
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12 changed files with 62 additions and 67 deletions
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@ -152,7 +152,7 @@ public:
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* Speed is in O(1 * L*H) where L*H is the number of squares surrounded by the element
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*
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* Warning! : bboxmin and bboxmax are multiplied by matrix setuped by changeBase. This work for any
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* matrix with 90deg rotations (min and max are recomputed internally), but not with any rotation (43° ...)
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* matrix with 90deg rotations (min and max are recomputed internally), but not with any rotation (43 degrees ...)
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* because of the nature of AABBox. To do this correclty you should compute the bbox min and max in the
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* basis given in changeBase, and insert() with multiplying min and max with inverse of this basis.
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* eg:
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@ -2676,7 +2676,7 @@ void CPSRadialEmitter::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
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void CPSRadialEmitter::emit(const NLMISC::CVector &srcPos, uint32 index, NLMISC::CVector &pos, NLMISC::CVector &speed)
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{
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NL_PS_FUNC(CPSRadialEmitter_emit)
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// TODO : verifier que ca marche si une particule s'emet elle-mem
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// TODO : verify if it works when a particle emits itself
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nlassert(_EmittedType);
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static const double divRand = (2.0 / RAND_MAX);
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@ -952,10 +952,10 @@ void CZoneLighter::light (CLandscape &landscape, CZone& output, uint zoneToLight
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_ProcessCount=MAX_CPU_PROCESS;
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// Number of obstacle polygones
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printf ("Obstacle polygones : %zu\n", obstacles.size ());
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nlinfo ("Obstacle polygones : %zu", obstacles.size ());
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// Number of CPUS used
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printf ("Number of CPU used: %d\n", _ProcessCount);
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nlinfo ("Number of CPU used: %d", _ProcessCount);
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// Zone pointer
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CZone *pZone=landscape.getZone (_ZoneToLight);
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@ -999,14 +999,14 @@ void CZoneLighter::light (CLandscape &landscape, CZone& output, uint zoneToLight
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lightPos = description.SunCenter - (description.SunDirection * description.SunDistance) + lightPos;
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InitZBuffer (zbuffer, lightPos, _RayBasis, zoneBB, description.ZBufferLandscapeSize, description);
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printf ("Zbuffer %d size : %d x %d\n", sampleX+sampleY*description.SoftShadowSamplesSqrt, zbuffer.LocalZBufferWidth, zbuffer.LocalZBufferHeight);
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nlinfo ("Zbuffer %d size : %d x %d", sampleX+sampleY*description.SoftShadowSamplesSqrt, zbuffer.LocalZBufferWidth, zbuffer.LocalZBufferHeight);
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}
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// *** Init the zbuffer for the vegetation
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CVector lightPos = description.SunCenter - (description.SunDirection * description.SunDistance);
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InitZBuffer (_ZBufferObject, lightPos, _RayBasis, zoneBB, description.ZBufferObjectSize, description);
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printf ("Zbuffer object size : %d x %d\n", _ZBufferObject.LocalZBufferWidth, _ZBufferObject.LocalZBufferHeight);
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nlinfo ("Zbuffer object size : %d x %d", _ZBufferObject.LocalZBufferWidth, _ZBufferObject.LocalZBufferHeight);
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// Compute the zbuffer in multi thread
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@ -383,7 +383,6 @@ void CAudioMixerUser::initDriver(const std::string &driverName)
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delete _SoundDriver; _SoundDriver = NULL;
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throw;
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}
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}
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/// Get the available devices on the loaded driver.
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@ -556,20 +555,16 @@ void CAudioMixerUser::initDevice(const std::string &deviceName, const CInitInfo
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buildSampleBankList();
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}
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// Init music channels
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for (i = 0; i < _NbMusicChannelFaders; ++i)
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_MusicChannelFaders[i].init(_SoundDriver);
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// Create the background sound manager.
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_BackgroundSoundManager = new CBackgroundSoundManager();
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// Create the background music manager
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_BackgroundMusicManager = new CMusicSoundManager();
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// Load the sound bank
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CSoundBank *soundBank = new CSoundBank();
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_SoundBank = soundBank;
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@ -599,7 +594,6 @@ void CAudioMixerUser::initDevice(const std::string &deviceName, const CInitInfo
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NLGEORGES::UFormElm &root = form->getRootNode();
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// read track reserve
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uint32 highestRes, highRes, midRes, lowRes;
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root.getValueByName(highestRes, ".HighestPriorityReserve");
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@ -223,12 +223,12 @@ void IBuffer::encodeADPCM(const sint16 *indata, uint8 *outdata, uint nbSample, T
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/* Step 4 - Clamp previous value to 16 bits */
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if ( valpred > 32767 )
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{
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printf("over+ %d\n",valpred);
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nlwarning("over+ %d",valpred);
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valpred = 32767;
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}
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else if ( valpred < -32768 )
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{
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printf("over- %d\n",valpred);
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nlwarning("over- %d",valpred);
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valpred = -32768;
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}
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@ -486,7 +486,7 @@ void CBGDownloaderAccess::CDownloadCoTask::restartDownloader()
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uint tryCounter = 1;
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for (;;)
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{
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nlwarning("Launching downloader: try n°%d", (int) tryCounter++);
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nlwarning("Launching downloader: try number %d", (int) tryCounter++);
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// now we can create the message queue because we are sure that it will reach the good app
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Parent->_DownloaderMsgQueue.init(HInstance, BGDownloader::ClientWndID, BGDownloader::DownloaderWndID);
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sleep(200);
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@ -7197,7 +7197,7 @@ ADD_METHOD(void CCharacterCL::updateDisplay(CEntityCL *parent))
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AnimMatrixRot.identity();
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AnimMatrixRot.setRot(currentAnimRot);
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// Rotation 180° Matrix
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// Rotation 180 degrees Matrix
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CMatrix rot180;
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rot180.identity();
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if(parent == 0)
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@ -7273,7 +7273,7 @@ ADD_METHOD(void CCharacterCL::updateDisplay(CEntityCL *parent))
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{
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H_AUTO ( RZ_Client_Entity_CL_Update_Display_Unknown_Anim )
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// Rotation 90° Matrix
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// Rotation 90 degrees Matrix
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CMatrix rot90;
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rot90.identity();
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if(parent == 0)
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@ -3500,6 +3500,7 @@ void CEntityCL::setStateFx(const std::string &fxName)
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}
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NL3D::UInstance instance = Scene->createInstance(fxName);
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if (!instance.empty())
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{
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_StateFX.cast (instance);
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@ -202,7 +202,7 @@ public:
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/*
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* drawBitmap : draw a bitmap roted by 90° in CW 'rot times'
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* drawBitmap : draw a bitmap roted by 90 degrees in CW 'rot times'
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* flipv is a boolean that indicates if there is a vertical flip
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* this is a 1:1 ratio so if texture is x long there are x pixels on screen
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*/
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@ -1093,7 +1093,7 @@ void CViewText::updateTextContextMultiLineJustified(uint nMaxWidth, bool expandS
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else // it is the only word on the line..
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{
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// .. so split it
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// 1 °) Check if spaces go beyond the end of line
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// 1) Check if spaces go beyond the end of line
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if (numSpaces * _SpaceWidth > nMaxWidth)
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{
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uint maxNumSpaces = std::max(1U, (uint) (nMaxWidth / _SpaceWidth));
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@ -3978,11 +3978,11 @@ void updateClouds()
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if (InitCloudScape)
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{
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InitCloudScape = false;
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// 1 ° ) set current state
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// 1 ) set current state
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CCloudState cs;
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WeatherManager.computeCloudState(RT.getRyzomDay(), DayNightCycleHour, wc, cs);
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updateCloudScape(cs, wc, WeatherManager.getCurrWeatherState().WindIntensity, LightCycleManager.getLightLevel(), 0.f, true);
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// 2 ° )set next state
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// 2 )set next state
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// compute date of next update
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const CLightCycleDesc &lcd = LightCycleManager.getLightDesc();
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float updateDelay = 0.f;
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@ -4404,7 +4404,7 @@ NLMISC_DYNVARIABLE(float, FPS, "The second smoothed frame rate per second")
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if (get) *pointer = 1.0f/smoothFPS.getSmoothValue ();
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}
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// show hide all the debuginf of ui
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// show hide all the debuging of ui
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NLMISC_COMMAND(debugUI, "Debug the ui : show/hide quads of bboxs and hotspots", "debugUI 1 or 0")
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{
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if (args.size() > 1) return false;
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@ -4428,28 +4428,28 @@ NLMISC_COMMAND(debugUI, "Debug the ui : show/hide quads of bboxs and hotspots",
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}
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// show hide the debuginf of ui
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// show hide the debuging of ui
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NLMISC_COMMAND(debugUIView, "Debug the ui : show/hide quads of bboxs and hotspots for views", "")
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{
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DebugUIView = !DebugUIView;
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return true;
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}
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// show hide the debuginf of ui
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// show hide the debuging of ui
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NLMISC_COMMAND(debugUICtrl, "Debug the ui : show/hide quads of bboxs and hotspots for ctrl", "")
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{
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DebugUICtrl = !DebugUICtrl;
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return true;
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}
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// show hide the debuginf of ui
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// show hide the debuging of ui
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NLMISC_COMMAND(debugUIGroup, "Debug the ui : show/hide quads of bboxs and hotspots for group", "")
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{
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DebugUIGroup = !DebugUIGroup;
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return true;
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}
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// show hide the debuginf of cells
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// show hide the debuging of cells
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NLMISC_COMMAND(debugUICell, "Debug the ui : show/hide quads of bboxs for cells", "")
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{
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DebugUICell = !DebugUICell;
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@ -76,7 +76,7 @@ class CDisplayerVisualEntity;
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*
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* No tool is displayed as "highlighted"
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*
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* 1°) Mouse in 3D view
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* 1) Mouse in 3D view
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* --------------------
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* The mouse cursor has a little star to indicate "creation mode".
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* If creation is not possible at the mouse position, then there's is a little 'stop' icon shown
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@ -89,7 +89,7 @@ class CDisplayerVisualEntity;
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*
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* NB : we don't do creation on LDOWN or RUP in order to allow camera manipulation
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*
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* 2°) Mouse over UI
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* 2) Mouse over UI
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* -----------------
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* The mouse cursor still has a little star to indicate "creation mode".
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* Ideally on some actions, the creation is canceled, and the default tool is backuped;
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@ -120,7 +120,7 @@ class CDisplayerVisualEntity;
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* - Rotate
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* ...
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*
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* 1°) Mouse in 3D view
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* 1) Mouse in 3D view
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* --------------------
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* a ) Mouse over empty space in scene
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* -----------------------------------
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@ -168,7 +168,7 @@ class CDisplayerVisualEntity;
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* This would requires using something like the middle button or some shift / control combination
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* to avoid conflict with the previous events ...
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*
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* 2°) Mouse over UI
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* 2) Mouse over UI
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* -----------------
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* The mouse is dipslayed as usual
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* Events are taken in account by the UI, not by the tool
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