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authorProgramerus <alcadeias95@gmail.com>2012-04-06 22:05:02 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-06 22:05:02 +0300
commit6071aea68ca427598c91fc89274baec1aac392f1 (patch)
tree5e47835df449a9956e8b69172c3ee122b712b5c3
parentcfddac0e46012bf859c4b4abfd3ace8c338b04e7 (diff)
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Comments translated from French to English.
-rw-r--r--src/physics.h48
1 files changed, 25 insertions, 23 deletions
diff --git a/src/physics.h b/src/physics.h
index 3021ce5..064540e 100644
--- a/src/physics.h
+++ b/src/physics.h
@@ -12,7 +12,9 @@
// * GNU General Public License for more details.
// *
// * You should have received a copy of the GNU General Public License
-// * along with this program. If not, see http://www.gnu.org/licenses/.// physics.h
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// physics.h
#ifndef _PHYSICS_H_
#define _PHYSICS_H_
@@ -56,23 +58,23 @@ enum PhysicsMode
typedef struct
{
- D3DVECTOR advanceAccel; // accélération de départ (+)
- D3DVECTOR recedeAccel; // accélération de départ (+)
- D3DVECTOR stopAccel; // accélération d'arrêt (+)
- D3DVECTOR motorAccel; // accélération actuelle (+/-)
+ D3DVECTOR advanceAccel; // acceleration starting (+)
+ D3DVECTOR recedeAccel; // acceleration starting (+)
+ D3DVECTOR stopAccel; // acceleration stoping (+)
+ D3DVECTOR motorAccel; // current acceleration (+/-)
- D3DVECTOR advanceSpeed; // vitesse en marche avant (+)
- D3DVECTOR recedeSpeed; // vitesse en marche arrière (+)
- D3DVECTOR motorSpeed; // vitesse souhaitée (+/-)
- D3DVECTOR currentSpeed; // vitesse actuelle (+/-)
+ D3DVECTOR advanceSpeed; // forward speed (+)
+ D3DVECTOR recedeSpeed; // reversing speed (+)
+ D3DVECTOR motorSpeed; // desired speed (+/-)
+ D3DVECTOR currentSpeed; // current speed (+/-)
- D3DVECTOR terrainForce; // force de résistance du terrain (+)
- D3DVECTOR terrainSpeed; // vitesse du terrain (+/-)
- D3DVECTOR terrainSlide; // limite vitesse de glissement (+)
+ D3DVECTOR terrainForce; // power of resistance of the ground (+)
+ D3DVECTOR terrainSpeed; // speed of the ground (+/-)
+ D3DVECTOR terrainSlide; // limit sliding speed (+)
- D3DVECTOR realSpeed; // vitesse réelle (+/-)
+ D3DVECTOR realSpeed; // real speed(+/-)
- D3DVECTOR finalInclin; // inclinaison finale
+ D3DVECTOR finalInclin; // final inclination
}
Motion;
@@ -193,11 +195,11 @@ protected:
CSound* m_sound;
PhysicsType m_type; // TYPE_*
- float m_gravity; // force de gravitation
- float m_time; // temps absolu
- D3DVECTOR m_motorSpeed; // vitesse du moteur (-1..1)
- Motion m_linMotion; // mouvement linéaire
- Motion m_cirMotion; // mouvement circulaire
+ float m_gravity; // force of gravity
+ float m_time; // absolute time
+ D3DVECTOR m_motorSpeed; // motor speed (-1..1)
+ Motion m_linMotion; // linear motion
+ Motion m_cirMotion; // circular motion
BOOL m_bMotor;
BOOL m_bLand;
BOOL m_bSwim;
@@ -226,10 +228,10 @@ protected:
float m_lastSoundWater;
float m_lastSoundInsect;
float m_restBreakParticule;
- float m_floorLevel; // niveau du sol
- float m_floorHeight; // hauteur au-dessus du sol
- int m_soundChannel;
- int m_soundChannelSlide;
+ float m_floorLevel; // ground level
+ float m_floorHeight; // height above the ground
+ int m_soundChannel;
+ int m_soundChannelSlide;
float m_soundTimePshhh;
float m_soundTimeJostle;
float m_soundTimeBoum;