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authorProgramerus <alcadeias95@gmail.com>2012-04-01 23:44:23 +0300
committerProgramerus <alcadeias95@gmail.com>2012-04-01 23:44:23 +0300
commitfecacb06e44221dea9360aaff5bb2b0af6662a13 (patch)
tree760845b7c27ae0687bb2536e3dcc6dc6e8efb320 /src/motionspider.cpp
parente01bc6cb3f10585c97deed8829839df9e6b0296e (diff)
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Comments translated from French to English.
Diffstat (limited to 'src/motionspider.cpp')
-rw-r--r--src/motionspider.cpp227
1 files changed, 114 insertions, 113 deletions
diff --git a/src/motionspider.cpp b/src/motionspider.cpp
index 0a5a84a..6b2274d 100644
--- a/src/motionspider.cpp
+++ b/src/motionspider.cpp
@@ -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/.// motionspider.cpp
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// motionspider.cpp
#define STRICT
#define D3D_OVERLOADS
@@ -41,12 +43,12 @@
-#define ADJUST_ANGLE FALSE // TRUE -> ajuste les angles des membres
-#define START_TIME 1000.0f // début du temps relatif
+#define ADJUST_ANGLE FALSE // TRUE -> adjusts the angles of the members
+#define START_TIME 1000.0f // beginning of the relative time
-// Constructeur de l'objet.
+// Object's constructor.
CMotionSpider::CMotionSpider(CInstanceManager* iMan, CObject* object)
: CMotion(iMan, object)
@@ -65,21 +67,21 @@ CMotionSpider::CMotionSpider(CInstanceManager* iMan, CObject* object)
m_lastParticule = 0.0f;
}
-// Destructeur de l'objet.
+// Object's destructor.
CMotionSpider::~CMotionSpider()
{
}
-// Supprime un objet.
+// Removes an object.
void CMotionSpider::DeleteObject(BOOL bAll)
{
}
-// Crée un véhicule roulant quelconque posé sur le sol.
+// Creates a vehicle traveling any lands on the ground.
BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
float power)
@@ -91,22 +93,22 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
float table[] =
{
// x y z
- 0.6f, 0.0f, 0.0f, // patte arrière
+ 0.6f, 0.0f, 0.0f, // back leg
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
- 0.8f, 0.0f, -0.2f, // patte arrière-milieu
+ 0.8f, 0.0f, -0.2f, // middle-back leg
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
- 1.0f, 0.0f, -0.2f, // patte avant-milieu
+ 1.0f, 0.0f, -0.2f, // middle-front leg
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
- 1.2f, 0.0f, 0.0f, // patte avant
+ 1.2f, 0.0f, 0.0f, // front leg
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
0.0f, 0.0f, -2.0f,
@@ -118,21 +120,21 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetType(type);
- // Crée la base principale.
+ // Creates the main base.
rank = m_engine->CreateObject();
- m_engine->SetObjectType(rank, TYPEVEHICULE); // c'est un objet mobile
+ m_engine->SetObjectType(rank, TYPEVEHICULE); // this is a moving object
m_object->SetObjectRank(0, rank);
- pModFile->ReadModel("objects\\spider0.mod"); // n'existe pas
+ pModFile->ReadModel("objects\\spider0.mod"); // doesn't exist
pModFile->CreateEngineObject(rank);
m_object->SetPosition(0, pos);
m_object->SetAngleY(0, angle);
- // Un véhicule doit avoir obligatoirement une sphère de
- // collision avec un centre (0;y;0) (voir GetCrashSphere).
+ // A vehicle must have a obligatory collision
+ // with a sphere of center (0, y, 0) (see GetCrashSphere).
m_object->CreateCrashSphere(D3DVECTOR(0.0f, -2.0f, 0.0f), 4.0f, SOUND_BOUM, 0.20f);
m_object->SetGlobalSphere(D3DVECTOR(-0.5f, 1.0f, 0.0f), 4.0f);
- // Crée l'abdomen.
+ // Creates the abdomen.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(1, rank);
@@ -141,7 +143,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(1, D3DVECTOR(1.0f, 0.0f, 0.0f));
- // Crée la tête.
+ // Creates the head.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(2, rank);
@@ -150,14 +152,14 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(2, D3DVECTOR(1.0f, 0.0f, 0.0f));
- // Crée les pattes.
+ // Creates legs.
for ( i=0 ; i<4 ; i++ )
{
for ( j=0 ; j<4 ; j++ )
{
sprintf(name, "objects\\spider%d.mod", j+3); // 3..6
- // Crée la patte droite.
+ // Creates the right leg.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(3+i*4+j, rank);
@@ -171,7 +173,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
pos.z = table[i*12+j*3+2];
m_object->SetPosition(3+i*4+j, pos);
- // Crée la patte gauche.
+ // Creates the left leg.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(19+i*4+j, rank);
@@ -188,7 +190,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
}
}
- // Crée la mandibule droite.
+ // Creates the right mandible.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(35, rank);
@@ -197,7 +199,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
pModFile->CreateEngineObject(rank);
m_object->SetPosition(35, D3DVECTOR(0.0f, 0.0f, -0.3f));
- // Crée la mandibule gauche.
+ // Creates the left mandible.
rank = m_engine->CreateObject();
m_engine->SetObjectType(rank, TYPEDESCENDANT);
m_object->SetObjectRank(36, rank);
@@ -213,7 +215,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
m_object->SetFloorHeight(0.0f);
pos = m_object->RetPosition(0);
- m_object->SetPosition(0, pos); // pour afficher les ombres tout de suite
+ m_object->SetPosition(0, pos); // to display the shadows immediately
m_engine->LoadAllTexture();
@@ -221,7 +223,7 @@ BOOL CMotionSpider::Create(D3DVECTOR pos, float angle, ObjectType type,
return TRUE;
}
-// Crée la physique de l'objet.
+// Creates the physics of the object.
void CMotionSpider::CreatePhysics()
{
@@ -230,74 +232,74 @@ void CMotionSpider::CreatePhysics()
int member_march[] =
{
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // en l'air :
- 60,25,0, 60,0,0, 60,-25,0, 60,-50,0, // t0: cuisses 1..4
- -35,40,0, -35,0,0, -35,0,0, -35,-40,0, // t0: jambes 1..4
- -65,0,-30, -65,0,0, -65,0,0, -65,0,30, // t0: pieds 1..4
- 25,0,0, 25,0,0, 25,0,0, 25,0,0, // t0: doigt 1..4
- // au sol devant :
- 30,15,0, 30,-10,0, 30,-35,0, 30,-60,0, // t1: cuisses 1..4
- -10,40,0, -45,0,0, -45,0,0, -45,-40,0, // t1: jambes 1..4
- -90,0,0, -20,0,0, -20,0,0, -20,0,0, // t1: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: doigt 1..4
- // au sol derrière :
- 35,35,0, 40,10,0, 40,-15,0, 40,-40,0, // t2: cuisses 1..4
- -35,40,0, -35,0,0, -35,0,0, -25,-40,0, // t2: jambes 1..4
- -50,-25,-30,-65,0,0, -65,0,0, -90,0,30, // t2: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t2: doigt 1..4
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // in the air:
+ 60,25,0, 60,0,0, 60,-25,0, 60,-50,0, // t0: thighs 1..4
+ -35,40,0, -35,0,0, -35,0,0, -35,-40,0, // t0: legs 1..4
+ -65,0,-30, -65,0,0, -65,0,0, -65,0,30, // t0: feet 1..4
+ 25,0,0, 25,0,0, 25,0,0, 25,0,0, // t0: fingers 1..4
+ // on the ground:
+ 30,15,0, 30,-10,0, 30,-35,0, 30,-60,0, // t1: thighs 1..4
+ -10,40,0, -45,0,0, -45,0,0, -45,-40,0, // t1: legs 1..4
+ -90,0,0, -20,0,0, -20,0,0, -20,0,0, // t1: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: fingers 1..4
+ // on the ground back:
+ 35,35,0, 40,10,0, 40,-15,0, 40,-40,0, // t2: thighs 1..4
+ -35,40,0, -35,0,0, -35,0,0, -25,-40,0, // t2: legs 1..4
+ -50,-25,-30, -65,0,0, -65,0,0, -90,0,30, // t2: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t2: fingers 1..4
};
int member_stop[] =
{
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // en l'air :
- 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t0: cuisses 1..4
- -35,40,0, -45,0,0, -45,0,0, -45,-40,0, // t0: jambes 1..4
- -50,-25,-30,-20,0,0, -20,0,0, -20,0,30, // t0: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t0: doigt 1..4
- // au sol devant :
- 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t1: cuisses 1..4
- -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t1: jambes 1..4
- -55,-25,-30,-25,0,0, -25,0,0, -25,0,0, // t1: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: doigt 1..4
- // au sol derrière :
- 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t2: cuisses 1..4
- -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t2: jambes 1..4
- -50,-25,-30,-20,0,0, -20,0,0, -20,0,30, // t2: pieds 1..4
- -10,0,0, -10,0,0, -10,0,0, -10,0,0, // t2: doigt 1..4
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // in the air:
+ 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t0: thighs 1..4
+ -35,40,0, -45,0,0, -45,0,0, -45,-40,0, // t0: legs 1..4
+ -50,-25,-30, -20,0,0, -20,0,0, -20,0,30, // t0: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t0: fingers 1..4
+ // on the ground:
+ 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t1: thighs 1..4
+ -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t1: legs 1..4
+ -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // t1: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // t1: fingers 1..4
+ // on the ground back:
+ 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // t2: thighs 1..4
+ -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // t2: legs 1..4
+ -50,-25,-30, -20,0,0, -20,0,0, -20,0,30, // t2: feet 1..4
+ -10,0,0, -10,0,0, -10,0,0, -10,0,0, // t2: fingers 1..4
};
int member_spec[] =
{
- // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // brûle :
- 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s0: cuisses 1..4
- -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s0: jambes 1..4
- -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s0: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s0: doigt 1..4
- // ruine :
- 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s1: cuisses 1..4
- -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s1: jambes 1..4
- -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s1: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s1: doigt 1..4
- // explose :
- 40,25,0, 40,0,0, 40,-25,0, 40,-50,0, // s2: cuisses 1..4
- -55,0,0, -55,0,0, -55,0,0, -55,0,0, // s2: jambes 1..4
- -30,0,0, -30,0,0, -30,0,0, -30,0,0, // s2: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s2: doigt 1..4
+ // x1,y1,z1, x2,y2,z2, x3,y3,z3, x4,y4,z4, // burning:
+ 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s0: thighs 1..4
+ -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s0: legs 1..4
+ -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s0: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s0: fingers 1..4
+ // destroyed:
+ 30,25,0, 30,0,0, 30,-25,0, 30,-50,0, // s1: thighs 1..4
+ -45,0,0, -45,0,0, -45,0,0, -45,0,0, // s1: legs 1..4
+ -20,0,0, -20,0,0, -20,0,0, -20,0,0, // s1: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s1: fingers 1..4
+ // explodes:
+ 40,25,0, 40,0,0, 40,-25,0, 40,-50,0, // s2: thighs 1..4
+ -55,0,0, -55,0,0, -55,0,0, -55,0,0, // s2: legs 1..4
+ -30,0,0, -30,0,0, -30,0,0, -30,0,0, // s2: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s2: fingers 1..4
// back1 :
- 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s3: cuisses 1..4
- -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s3: jambes 1..4
- -55,-25,-30,-25,0,0, -25,0,0, -25,0,0, // s3: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s3: doigt 1..4
+ 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s3: thighs 1..4
+ -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s3: legs 1..4
+ -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // s3: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s3: fingers 1..4
// back2 :
- 15,35,0, 15,0,0, 15,-25,0, 15,-50,0, // s4: cuisses 1..4
- -60,40,0, -60,0,0, -60,0,0, -60,-40,0, // s4: jambes 1..4
- -65,-25,-30,-65,0,0, -65,0,0, -65,0,0, // s4: pieds 1..4
- -15,0,0, -15,0,0, -15,0,0, -15,0,0, // s4: doigt 1..4
+ 15,35,0, 15,0,0, 15,-25,0, 15,-50,0, // s4: thighs 1..4
+ -60,40,0, -60,0,0, -60,0,0, -60,-40,0, // s4: legs 1..4
+ -65,-25,-30, -65,0,0, -65,0,0, -65,0,0, // s4: feet 1..4
+ -15,0,0, -15,0,0, -15,0,0, -15,0,0, // s4: fingers 1..4
// back3 :
- 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s5: cuisses 1..4
- -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s5: jambes 1..4
- -55,-25,-30,-25,0,0, -25,0,0, -25,0,0, // s5: pieds 1..4
- -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s5: doigt 1..4
+ 35,35,0, 30,0,0, 30,-25,0, 30,-50,0, // s5: thighs 1..4
+ -30,40,0, -40,0,0, -40,0,0, -40,-40,0, // s5: legs 1..4
+ -55,-25,-30, -25,0,0, -25,0,0, -25,0,0, // s5: feet 1..4
+ -5,0,0, -5,0,0, -5,0,0, -5,0,0, // s5: fingers 1..4
};
m_physics->SetType(TYPE_ROLLING);
@@ -341,7 +343,7 @@ void CMotionSpider::CreatePhysics()
}
-// Gestion d'un événement.
+// Management of an event.
BOOL CMotionSpider::EventProcess(const Event &event)
{
@@ -386,8 +388,7 @@ BOOL CMotionSpider::EventProcess(const Event &event)
return TRUE;
}
-// Calcule une valeur (radians) proportionnelle comprise
-// entre a et b (degrés).
+// Calculates a value (radians) proportional between a and b (degrees).
inline float Propf(float a, float b, float p)
{
@@ -399,7 +400,7 @@ inline float Propf(float a, float b, float p)
return aa+p*(bb-aa);
}
-// Gestion d'un événement.
+// Management of an event.
BOOL CMotionSpider::EventFrame(const Event &event)
{
@@ -423,9 +424,9 @@ BOOL CMotionSpider::EventFrame(const Event &event)
m_armTimeMarch += (s)*event.rTime*0.15f;
m_armMember += (s+a)*event.rTime*0.15f;
- bStop = ( a == 0.0f && s == 0.0f ); // a l'arrêt ?
+ bStop = ( a == 0.0f && s == 0.0f ); // stop?
- action = MS_MARCH; // marche
+ action = MS_MARCH; // waslking
if ( s == 0.0f && a == 0.0f )
{
action = MS_STOP; // stop
@@ -435,15 +436,15 @@ BOOL CMotionSpider::EventFrame(const Event &event)
{
prog = Mod(m_armTimeAbs, 2.0f)/10.0f;
a = Mod(m_armMember, 1.0f);
- a = (prog-a)*event.rTime*2.0f; // vient gentiment à position stop
+ a = (prog-a)*event.rTime*2.0f; // stop position just pleasantly
m_armMember += a;
}
- if ( m_object->RetRuin() ) // ruine ?
+ if ( m_object->RetRuin() ) // destroyed?
{
m_actionType = MSS_RUIN;
}
- if ( m_object->RetBurn() ) // brûle ?
+ if ( m_object->RetBurn() ) // burning?
{
if ( m_object->RetFixed() )
{
@@ -455,9 +456,9 @@ BOOL CMotionSpider::EventFrame(const Event &event)
}
}
- for ( i=0 ; i<8 ; i++ ) // les 8 pattes
+ for ( i=0 ; i<8 ; i++ ) // the 8 legs
{
- if ( m_actionType != -1 ) // action spéciale en cours ?
+ if ( m_actionType != -1 ) // special action in progress?
{
st = 3*4*4*3*MS_SPEC + 3*4*4*m_actionType + (i%4)*3;
nd = st;
@@ -496,7 +497,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
st = 3*4*4*3*action + st*3*4*4 + (i%4)*3;
nd = 3*4*4*3*action + nd*3*4*4 + (i%4)*3;
- // De moins en moins mou ...
+ // Less and less soft ...
//? time = event.rTime*(2.0f+Min(m_armTimeAction*20.0f, 40.0f));
time = event.rTime*10.0f;
}
@@ -527,7 +528,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
tNd[10] = m_armAngles[nd+37]; // z
tNd[11] = m_armAngles[nd+38]; // z
- if ( m_actionType == MSS_BACK2 ) // sur le dos ?
+ if ( m_actionType == MSS_BACK2 ) // on the back?
{
for ( ii=0 ; ii<12 ; ii++ )
{
@@ -538,7 +539,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
time = event.rTime*10.0f;
}
- if ( i < 4 ) // patte droite (1..4) ?
+ if ( i < 4 ) // right leg (1..4) ?
{
m_object->SetAngleX(3+4*i+0, Smooth(m_object->RetAngleX(3+4*i+0), Propf(tSt[ 0], tNd[ 0], prog), time));
m_object->SetAngleY(3+4*i+0, Smooth(m_object->RetAngleY(3+4*i+0), Propf(tSt[ 1], tNd[ 1], prog), time));
@@ -553,7 +554,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
m_object->SetAngleY(3+4*i+3, Smooth(m_object->RetAngleY(3+4*i+3), Propf(tSt[10], tNd[10], prog), time));
m_object->SetAngleZ(3+4*i+3, Smooth(m_object->RetAngleZ(3+4*i+3), Propf(tSt[11], tNd[11], prog), time));
}
- else // patte gauche (5..8) ?
+ else // left leg (5..8) ?
{
m_object->SetAngleX(3+4*i+0, Smooth(m_object->RetAngleX(3+4*i+0), Propf(-tSt[ 0], -tNd[ 0], prog), time));
m_object->SetAngleY(3+4*i+0, Smooth(m_object->RetAngleY(3+4*i+0), Propf(-tSt[ 1], -tNd[ 1], prog), time));
@@ -579,7 +580,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
}
#endif
- if ( m_actionType == MSS_BURN ) // brûle ?
+ if ( m_actionType == MSS_BURN ) // burning?
{
dir = D3DVECTOR(PI, 0.0f, 0.0f);
SetCirVibration(dir);
@@ -588,16 +589,16 @@ BOOL CMotionSpider::EventFrame(const Event &event)
SetInclinaison(dir);
time = event.rTime*1.0f;
- m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), 0.0f, time)); // tête
+ m_object->SetAngleZ(1, Smooth(m_object->RetAngleZ(1), 0.0f, time)); // head
}
- else if ( m_actionType == MSS_RUIN ) // ruine ?
+ else if ( m_actionType == MSS_RUIN ) // destroyed?
{
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
SetLinVibration(dir);
SetCirVibration(dir);
SetInclinaison(dir);
}
- else if ( m_actionType == MSS_EXPLO ) // explose ?
+ else if ( m_actionType == MSS_EXPLO ) // exploded?
{
m_object->SetZoomY(1, 1.0f+m_progress);
m_object->SetZoomZ(1, 1.0f+m_progress);
@@ -608,7 +609,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
dir.z = (Rand()-0.5f)*0.1f*m_progress;
m_object->SetCirVibration(dir);
}
- else if ( m_actionType == MSS_BACK1 ) // se met sur le dos ?
+ else if ( m_actionType == MSS_BACK1 ) // turns on the back?
{
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
{
@@ -650,7 +651,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
SetAction(MSS_BACK2, 55.0f+Rand()*10.0f);
}
}
- else if ( m_actionType == MSS_BACK2 ) // bouge sur le dos ?
+ else if ( m_actionType == MSS_BACK2 ) // moves on the back?
{
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
{
@@ -689,17 +690,17 @@ BOOL CMotionSpider::EventFrame(const Event &event)
dir = D3DVECTOR(0.0f, 0.0f, 0.0f);
SetInclinaison(dir);
- m_object->SetAngleY(1, sinf(m_armTimeAbs*5.0f)*0.05f); // queue
- m_object->SetAngleY(2, cosf(m_armTimeAbs*5.0f)*0.20f); // tête
- m_object->SetAngleZ(1, 0.4f); // queue
- m_object->SetAngleZ(2, 0.0f); // tête
+ m_object->SetAngleY(1, sinf(m_armTimeAbs*5.0f)*0.05f); // tail
+ m_object->SetAngleY(2, cosf(m_armTimeAbs*5.0f)*0.20f); // head
+ m_object->SetAngleZ(1, 0.4f); // tail
+ m_object->SetAngleZ(2, 0.0f); // head
if ( m_progress >= 1.0f )
{
SetAction(MSS_BACK3, 0.4f);
}
}
- else if ( m_actionType == MSS_BACK3 ) // se remet sur les pattes ?
+ else if ( m_actionType == MSS_BACK3 ) // recovers on the legs?
{
if ( m_lastParticule+m_engine->ParticuleAdapt(0.05f) <= m_armTimeAbs )
{
@@ -739,7 +740,7 @@ BOOL CMotionSpider::EventFrame(const Event &event)
if ( m_progress >= 1.0f )
{
SetAction(-1);
- m_object->SetFixed(FALSE); // bouge de nouveau
+ m_object->SetFixed(FALSE); // moving again
}
}
else
@@ -769,17 +770,17 @@ BOOL CMotionSpider::EventFrame(const Event &event)
SetLinVibration(dir);
SetCirVibration(dir);
- m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.7f)*0.02f); // queue
+ m_object->SetAngleZ(1, sinf(m_armTimeAbs*1.7f)*0.02f); // tail
m_object->SetAngleX(1, sinf(m_armTimeAbs*1.3f)*0.05f);
m_object->SetAngleY(1, sinf(m_armTimeAbs*2.4f)*0.10f);
m_object->SetZoom(1, 1.0f+sinf(m_armTimeAbs*3.3f)*0.05f);
- m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.4f)*0.20f); // tête
+ m_object->SetAngleZ(2, sinf(m_armTimeAbs*1.4f)*0.20f); // head
m_object->SetAngleX(2, sinf(m_armTimeAbs*1.9f)*0.10f);
m_object->SetAngleY(2, sinf(m_armTimeAbs*2.1f)*0.10f);
- m_object->SetAngleY(35, sinf(m_armTimeAbs*3.1f)*0.20f); // mandibule
- m_object->SetAngleY(36, -sinf(m_armTimeAbs*3.1f)*0.20f); // mandibule
+ m_object->SetAngleY(35, sinf(m_armTimeAbs*3.1f)*0.20f); // mandible
+ m_object->SetAngleY(36, -sinf(m_armTimeAbs*3.1f)*0.20f); // mandible
}
return TRUE;