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authorProgramerus <alcadeias95@gmail.com>2012-03-17 14:34:51 +0100
committerProgramerus <alcadeias95@gmail.com>2012-03-17 14:34:51 +0100
commit8c52b6717f3f2875fab73c434966c13be3cefce9 (patch)
treeacbfd2878f019334bfc0506a7d80c56041344f6c /src/camera.cpp
parent2fe1b4075034939e6bcc6223b77023cd4fafc989 (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/camera.cpp')
-rw-r--r--src/camera.cpp170
1 files changed, 85 insertions, 85 deletions
diff --git a/src/camera.cpp b/src/camera.cpp
index e93e0d7..18fa78d 100644
--- a/src/camera.cpp
+++ b/src/camera.cpp
@@ -38,7 +38,7 @@
-// Constructeur de l'objet.
+// Object's constructor.
CCamera::CCamera(CInstanceManager* iMan)
{
@@ -128,7 +128,7 @@ CCamera::CCamera(CInstanceManager* iMan)
m_bCameraInvertY = FALSE;
}
-// Destructeur de l'objet.
+// Object's constructor.
CCamera::~CCamera()
{
@@ -156,7 +156,7 @@ void CCamera::SetCameraInvertY(BOOL bInvert)
}
-// Retourne une force additionnelle pour tourner.
+// Returns an additional force to turn.
float CCamera::RetMotorTurn()
{
@@ -166,7 +166,7 @@ float CCamera::RetMotorTurn()
-// Initialise la cam�ra.
+// Initializes the camera.
void CCamera::Init(D3DVECTOR eye, D3DVECTOR lookat, float delay)
{
@@ -209,7 +209,7 @@ void CCamera::Init(D3DVECTOR eye, D3DVECTOR lookat, float delay)
}
-// Donne l'objet pilotant la cam�ra.
+// Gives the object controlling the camera.
void CCamera::SetObject(CObject* object)
{
@@ -222,8 +222,8 @@ CObject* CCamera::RetObject()
}
-// Modifie le niveau de transparence d'un objet et des objets
-// transport�s (pile & fret).
+// Changes the level of transparency of an object and objects
+// transported (battery & cargo).
void SetTransparency(CObject* pObj, float value)
{
@@ -244,7 +244,7 @@ void SetTransparency(CObject* pObj, float value)
}
}
-// Modifie le type de la cam�ra.
+// Change the type of camera.
void CCamera::SetType(CameraType type)
{
@@ -263,9 +263,9 @@ void CCamera::SetType(CameraType type)
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( pObj->RetTruck() ) continue; // pile ou fret?
+ if ( pObj->RetTruck() ) continue; // battery or cargo?
- SetTransparency(pObj, 0.0f); // objet opaque
+ SetTransparency(pObj, 0.0f); // opaque object
}
}
m_bTransparency = FALSE;
@@ -284,7 +284,7 @@ void CCamera::SetType(CameraType type)
if ( m_type == CAMERA_INFO ||
m_type == CAMERA_VISIT ) // info -> xx ?
{
- m_engine->SetFocus(m_focus); // remet focus initial
+ m_engine->SetFocus(m_focus); // gives initial focus
m_type = type;
vUpVec = D3DVECTOR(0.0f, 1.0f, 0.0f);
@@ -325,7 +325,7 @@ void CCamera::SetType(CameraType type)
if ( type == CAMERA_FIX ||
type == CAMERA_PLANE )
{
- AbortCentering(); // stoppe cadrage sp�cial
+ AbortCentering(); // Special stops framing
}
m_fixDist = 50.0f;
@@ -336,7 +336,7 @@ void CCamera::SetType(CameraType type)
if ( type == CAMERA_BACK )
{
- AbortCentering(); // stoppe cadrage sp�cial
+ AbortCentering(); // Special stops framing
m_addDirectionH = 0.0f;
m_addDirectionV = -PI*0.05f;
@@ -371,12 +371,12 @@ void CCamera::SetType(CameraType type)
if ( type != CAMERA_ONBOARD && m_cameraObj != 0 )
{
- m_cameraObj->SetGunGoalH(0.0f); // met le canon droit
+ m_cameraObj->SetGunGoalH(0.0f); // puts the cannon right
}
if ( type == CAMERA_ONBOARD )
{
- m_focus = 1.50f; // grand-angle
+ m_focus = 1.50f; // Wide
}
else
{
@@ -395,7 +395,7 @@ CameraType CCamera::RetType()
}
-// Gestion du mode de lissage.
+// Management of the smoothing mode.
void CCamera::SetSmooth(CameraSmooth type)
{
@@ -408,7 +408,7 @@ CameraSmooth CCamera::RetSmoth()
}
-// Gestion de la distance de recul.
+// Management of the setback distance.
void CCamera::SetDist(float dist)
{
@@ -421,7 +421,7 @@ float CCamera::RetDist()
}
-// Gestion de l'angle en mode CAMERA_FIX.
+// Manage angle mode CAMERA_FIX.
void CCamera::SetFixDirection(float angle)
{
@@ -434,7 +434,7 @@ float CCamera::RetFixDirection()
}
-// Gestion de la t�l�commande panoramique de la cam�ra.
+// Managing the triggering mode of the camera panning.
void CCamera::SetRemotePan(float value)
{
@@ -446,7 +446,7 @@ float CCamera::RetRemotePan()
return m_remotePan;
}
-// Gestion de la t�l�commande zoom (0..1) de la cam�ra.
+// Management of the remote zoom (0 .. 1) of the camera.
void CCamera::SetRemoteZoom(float value)
{
@@ -481,7 +481,7 @@ float CCamera::RetRemoteZoom()
-// D�but d'une visite circulaire avec la cam�ra.
+// Start with a tour round the camera.
void CCamera::StartVisit(D3DVECTOR goal, float dist)
{
@@ -494,15 +494,15 @@ void CCamera::StartVisit(D3DVECTOR goal, float dist)
m_visitDirectionV = -PI*0.10f;
}
-// Fin d'une visite circulaire avec la cam�ra.
+// Circular end of a visit with the camera.
void CCamera::StopVisit()
{
- SetType(m_visitType); // remet le type initial
+ SetType(m_visitType); // presents the initial type
}
-// Retourne le point de vue de la cam�ra.
+// Returns the point of view of the camera.
void CCamera::RetCamera(D3DVECTOR &eye, D3DVECTOR &lookat)
{
@@ -511,7 +511,7 @@ void CCamera::RetCamera(D3DVECTOR &eye, D3DVECTOR &lookat)
}
-// Sp�cifie un mouvement sp�cial de cam�ra pour cadrer une action.
+// Specifies a special movement of camera to frame action.
BOOL CCamera::StartCentering(CObject *object, float angleH, float angleV,
float dist, float time)
@@ -538,7 +538,7 @@ BOOL CCamera::StartCentering(CObject *object, float angleH, float angleV,
return TRUE;
}
-// Termine un mouvement sp�cial de cam�ra pour cadrer une action.
+// Ends a special movement of camera to frame action.
BOOL CCamera::StopCentering(CObject *object, float time)
{
@@ -565,7 +565,7 @@ BOOL CCamera::StopCentering(CObject *object, float time)
return TRUE;
}
-// Stoppe le cadrage sp�cial dans la position actuelle.
+// Stop framing special in the current position.
void CCamera::AbortCentering()
{
@@ -588,7 +588,7 @@ void CCamera::AbortCentering()
-// Supprime l'effet sp�cial avec la cam�ra.
+// Removes the special effect with the camera
void CCamera::FlushEffect()
{
@@ -598,7 +598,7 @@ void CCamera::FlushEffect()
m_effectOffset = D3DVECTOR(0.0f, 0.0f, 0.0f);
}
-// D�marre un effet sp�cial avec la cam�ra.
+// Starts a special effect with the camera.
void CCamera::StartEffect(CameraEffect effect, D3DVECTOR pos, float force)
{
@@ -610,7 +610,7 @@ void CCamera::StartEffect(CameraEffect effect, D3DVECTOR pos, float force)
m_effectProgress = 0.0f;
}
-// Fait progresser l'effet de la cam�ra.
+// Advances the effect of the camera.
void CCamera::EffectFrame(const Event &event)
{
@@ -694,26 +694,26 @@ void CCamera::EffectFrame(const Event &event)
}
-// Supprime l'effet de superposition au premier plan.
+// Removes the effect of superposition in the foreground.
void CCamera::FlushOver()
{
m_overType = OE_NULL;
- m_overColorBase.r = 0.0f; // noir
+ m_overColorBase.r = 0.0f; // black
m_overColorBase.g = 0.0f;
m_overColorBase.b = 0.0f;
m_overColorBase.a = 0.0f;
- m_engine->SetOverColor(); // rien
+ m_engine->SetOverColor(); // nothing
}
-// Sp�cifie la couleur de base.
+// Specifies the base color.
void CCamera::SetOverBaseColor(D3DCOLORVALUE color)
{
m_overColorBase = color;
}
-// D�marre un effet de superposition au premier plan.
+// Starts a layering effect in the foreground.
void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
{
@@ -736,7 +736,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
{
m_overColor.r = 0.8f;
m_overColor.g = 0.1f;
- m_overColor.b = 0.1f; // rouge
+ m_overColor.b = 0.1f; // red
m_overMode = D3DSTATETCb;
m_overFadeIn = 0.4f;
@@ -748,7 +748,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
{
m_overColor.r = 1.0f;
m_overColor.g = 1.0f;
- m_overColor.b = 1.0f; // blanc
+ m_overColor.b = 1.0f; // white
m_overMode = D3DSTATETCb;
m_overFadeIn = 0.0f;
@@ -760,7 +760,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
{
m_overColor.r = 1.0f;
m_overColor.g = 1.0f;
- m_overColor.b = 1.0f; // blanc
+ m_overColor.b = 1.0f; // white
m_overMode = D3DSTATETCb;
m_overFadeIn = 6.0f;
@@ -770,7 +770,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
if ( m_overType == OE_FADEOUTb )
{
- color = m_engine->RetFogColor(1); // couleur brouillard sous-marin
+ color = m_engine->RetFogColor(1); // fog color underwater
m_overColor = RetColor(color);
m_overMode = D3DSTATETCw;
@@ -783,7 +783,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
{
m_overColor.r = 0.9f;
m_overColor.g = 1.0f;
- m_overColor.b = 1.0f; // blanc-cyan
+ m_overColor.b = 1.0f; // white-cyan
m_overMode = D3DSTATETCb;
m_overFadeIn = 0.0f;
@@ -791,7 +791,7 @@ void CCamera::StartOver(OverEffect effect, D3DVECTOR pos, float force)
}
}
-// Fait progresser l'effet de superposition au premier plan.
+// Advanced overlay effect in the foreground.
void CCamera::OverFrame(const Event &event)
{
@@ -886,7 +886,7 @@ void CCamera::OverFrame(const Event &event)
-// Fixe le mouvement mou de la cam�ra.
+// Sets the soft movement of the camera.
void CCamera::FixCamera()
{
@@ -896,7 +896,7 @@ void CCamera::FixCamera()
SetViewTime(m_scriptEye, m_scriptLookat, 0.0f);
}
-// Sp�cifie l'emplacement et la direction du point de vue au moteur 3D.
+// Specifies the location and direction of view to the 3D engine.
void CCamera::SetViewTime(const D3DVECTOR &vEyePt,
const D3DVECTOR &vLookatPt,
@@ -974,7 +974,7 @@ void CCamera::SetViewTime(const D3DVECTOR &vEyePt,
}
-// Evite les obstacles.
+// Avoid the obstacles.
BOOL CCamera::IsCollision(D3DVECTOR &eye, D3DVECTOR lookat)
{
@@ -984,7 +984,7 @@ BOOL CCamera::IsCollision(D3DVECTOR &eye, D3DVECTOR lookat)
return FALSE;
}
-// Evite les obstacles.
+// Avoid the obstacles.
BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
{
@@ -1012,7 +1012,7 @@ BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
max.y = Max(eye.y, lookat.y);
max.z = Max(eye.z, lookat.z);
- prox = 8.0f; // proximit� maximale du v�hicule
+ prox = 8.0f; // maximum proximity of the vehicle
for ( i=0 ; i<1000000 ; i++ )
{
@@ -1123,13 +1123,13 @@ BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( pObj->RetTruck() ) continue; // pile ou fret?
+ if ( pObj->RetTruck() ) continue; // battery or cargo?
- SetTransparency(pObj, 0.0f); // objet opaque
+ SetTransparency(pObj, 0.0f); // opaque object
if ( pObj == m_cameraObj ) continue;
- if ( iType == OBJECT_BASE || // b�timent ?
+ if ( iType == OBJECT_BASE || // building?
iType == OBJECT_DERRICK ||
iType == OBJECT_FACTORY ||
iType == OBJECT_STATION ||
@@ -1158,7 +1158,7 @@ BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
oType == OBJECT_WORM ) continue;
pObj->GetGlobalSphere(oPos, oRadius);
- if ( oRadius <= 2.0f ) continue; // ignore les petits objets
+ if ( oRadius <= 2.0f ) continue; // ignores small objects
if ( oPos.x+oRadius < min.x ||
oPos.y+oRadius < min.y ||
@@ -1175,7 +1175,7 @@ BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
{
angle = RotateAngle(m_actualEye.x-oPos.x, oPos.z-m_actualEye.z); // CW !
angle = Direction(angle, pObj->RetAngleY(0));
- if ( Abs(angle) < 30.0f*PI/180.0f ) continue; // dans la porte ?
+ if ( Abs(angle) < 30.0f*PI/180.0f ) continue; // in the gate?
}
del = Length(m_actualEye, m_actualLookat);
@@ -1187,14 +1187,14 @@ BOOL CCamera::IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat)
len = Length(m_actualEye, proj);
if ( len > del ) continue;
- SetTransparency(pObj, 1.0f); // objet transparent
+ SetTransparency(pObj, 1.0f); // transparent object
m_bTransparency = TRUE;
}
return FALSE;
#endif
}
-// Evite les obstacles.
+// Avoid the obstacles.
BOOL CCamera::IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat)
{
@@ -1246,7 +1246,7 @@ BOOL CCamera::IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat)
}
-// Gestion d'un �v�nement.
+// Management of an event.
BOOL CCamera::EventProcess(const Event &event)
{
@@ -1286,7 +1286,7 @@ BOOL CCamera::EventProcess(const Event &event)
return TRUE;
}
-// Fait �voluer la cam�ra selon la souris d�plac�e.
+// Changed the camera according to the mouse moved.
BOOL CCamera::EventMouseMove(const Event &event)
{
@@ -1294,7 +1294,7 @@ BOOL CCamera::EventMouseMove(const Event &event)
return TRUE;
}
-// Molette souris actionn�e.
+// Mouse wheel operated.
void CCamera::EventMouseWheel(int dir)
{
@@ -1342,7 +1342,7 @@ void CCamera::EventMouseWheel(int dir)
}
}
-// Fait �voluer la cam�ra selon le temps �coul�.
+// Changed the camera according to the time elapsed.
BOOL CCamera::EventFrame(const Event &event)
{
@@ -1395,7 +1395,7 @@ BOOL CCamera::EventFrame(const Event &event)
}
-// Retourne le sprite par d�faut � utiliser pour la souris.
+// Returns the default sprite to use for the mouse.
D3DMouse CCamera::RetMouseDef(FPOINT pos)
{
@@ -1406,7 +1406,7 @@ D3DMouse CCamera::RetMouseDef(FPOINT pos)
if ( m_type == CAMERA_INFO ) return type;
- if ( m_bRightDown ) // bouton droite press� ?
+ if ( m_bRightDown ) // the right button pressed?
{
m_rightPosMove.x = pos.x - m_rightPosCenter.x;
m_rightPosMove.y = pos.y - m_rightPosCenter.y;
@@ -1480,7 +1480,7 @@ D3DMouse CCamera::RetMouseDef(FPOINT pos)
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameFree(const Event &event)
{
@@ -1564,7 +1564,7 @@ BOOL CCamera::EventFrameFree(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameEdit(const Event &event)
{
@@ -1624,14 +1624,14 @@ BOOL CCamera::EventFrameEdit(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameDialog(const Event &event)
{
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameBack(const Event &event)
{
@@ -1708,10 +1708,10 @@ BOOL CCamera::EventFrameBack(const Event &event)
if ( m_mouseDirH != 0 || m_mouseDirV != 0 )
{
- AbortCentering(); // stoppe cadrage sp�cial
+ AbortCentering(); // special stops framing
}
- // Progression du cadrage sp�cial.
+ // Increase the special framework.
centeringH = 0.0f;
centeringV = 0.0f;
centeringD = 0.0f;
@@ -1761,7 +1761,7 @@ BOOL CCamera::EventFrameBack(const Event &event)
else if ( type == OBJECT_TECH ) vLookatPt.y += 1.0f;
else vLookatPt.y += 4.0f;
- h = -m_cameraObj->RetAngleY(0); // angle v�hicule/batiment
+ h = -m_cameraObj->RetAngleY(0); // angle vehicle / building
if ( type == OBJECT_DERRICK ||
type == OBJECT_FACTORY ||
@@ -1780,13 +1780,13 @@ BOOL CCamera::EventFrameBack(const Event &event)
type == OBJECT_SAFE ||
type == OBJECT_HUSTON ||
type == OBJECT_START ||
- type == OBJECT_END ) // batiment ?
+ type == OBJECT_END ) // building?
{
- h += PI*0.20f; // presque de face
+ h += PI*0.20f; // nearly face
}
- else // v�hicule ?
+ else // vehicle?
{
- h += PI; // de dos
+ h += PI; // back
}
h = NormAngle(h)+m_remotePan;
v = 0.0f; //?
@@ -1795,9 +1795,9 @@ BOOL CCamera::EventFrameBack(const Event &event)
h += m_addDirectionH*(1.0f-centeringH);
h = NormAngle(h);
- if ( type == OBJECT_MOBILEdr ) // dessinateur ?
+ if ( type == OBJECT_MOBILEdr ) // designer?
{
- v -= 0.3f; // cam�ra plus haute
+ v -= 0.3f; // Camera top
}
v += m_centeringCurrentV;
@@ -1812,13 +1812,13 @@ BOOL CCamera::EventFrameBack(const Event &event)
m_eyePt = RotateView(vLookatPt, h, v, d);
physics = m_cameraObj->RetPhysics();
- if ( physics != 0 && physics->RetLand() ) // au sol ?
+ if ( physics != 0 && physics->RetLand() ) // ground?
{
pos = vLookatPt+(vLookatPt-m_eyePt);
floor = m_terrain->RetFloorHeight(pos)-4.0f;
if ( floor > 0.0f )
{
- m_eyePt.y += floor; // montre la descente devant
+ m_eyePt.y += floor; // shows the descent in front
}
}
@@ -1834,7 +1834,7 @@ BOOL CCamera::EventFrameBack(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameFix(const Event &event)
{
@@ -1867,7 +1867,7 @@ BOOL CCamera::EventFrameFix(const Event &event)
if ( m_mouseDirH != 0 || m_mouseDirV != 0 )
{
- AbortCentering(); // stoppe cadrage sp�cial
+ AbortCentering(); // special stops framing
}
if ( m_cameraObj != 0 )
@@ -1894,7 +1894,7 @@ BOOL CCamera::EventFrameFix(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameExplo(const Event &event)
{
@@ -1938,7 +1938,7 @@ BOOL CCamera::EventFrameExplo(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameOnBoard(const Event &event)
{
@@ -1958,7 +1958,7 @@ BOOL CCamera::EventFrameOnBoard(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameInfo(const Event &event)
{
@@ -1968,7 +1968,7 @@ BOOL CCamera::EventFrameInfo(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameVisit(const Event &event)
{
@@ -2018,7 +2018,7 @@ BOOL CCamera::EventFrameVisit(const Event &event)
return TRUE;
}
-// D�place le point de vue.
+// Moves the point of view.
BOOL CCamera::EventFrameScript(const Event &event)
{
@@ -2038,7 +2038,7 @@ void CCamera::SetScriptLookat(D3DVECTOR lookat)
}
-// Sp�cifie l'emplacement et la direction du point de vue.
+// Specifies the location and direction of view.
void CCamera::SetViewParams(const D3DVECTOR &eye, const D3DVECTOR &lookat,
const D3DVECTOR &up)
@@ -2047,13 +2047,13 @@ void CCamera::SetViewParams(const D3DVECTOR &eye, const D3DVECTOR &lookat,
m_engine->SetViewParams(eye, lookat, up, m_eyeDistance);
- bUnder = (eye.y < m_water->RetLevel()); // est-on sous l'eau ?
+ bUnder = (eye.y < m_water->RetLevel()); // Is it underwater?
if ( m_type == CAMERA_INFO ) bUnder = FALSE;
m_engine->SetRankView(bUnder?1:0);
}
-// Adapte la cam�ra pour ne pas entrer dans le terrain.
+// Adjusts the camera not to enter the field.
D3DVECTOR CCamera::ExcludeTerrain(D3DVECTOR eye, D3DVECTOR lookat,
float &angleH, float &angleV)
@@ -2075,7 +2075,7 @@ D3DVECTOR CCamera::ExcludeTerrain(D3DVECTOR eye, D3DVECTOR lookat,
return eye;
}
-// Adapte la cam�ra pour ne pas p�n�trer dans un objet.
+// Adjusts the camera not to enter an object.
D3DVECTOR CCamera::ExcludeObject(D3DVECTOR eye, D3DVECTOR lookat,
float &angleH, float &angleV)