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author | Programerus <alcadeias95@gmail.com> | 2012-04-06 02:45:33 +0300 |
---|---|---|
committer | Programerus <alcadeias95@gmail.com> | 2012-04-06 02:45:33 +0300 |
commit | bb21367eeafd91954ca995e4fecee2268673a283 (patch) | |
tree | 6261427ca3b3daeaebb385670ef8f9a183828de5 /src | |
parent | b4ddfeacfa4f557847446eb0af68fa04ac1cdef3 (diff) | |
download | colobot-bb21367eeafd91954ca995e4fecee2268673a283.tar.gz colobot-bb21367eeafd91954ca995e4fecee2268673a283.tar.bz2 colobot-bb21367eeafd91954ca995e4fecee2268673a283.zip |
Comments translated from French to English. (partially)
Diffstat (limited to 'src')
-rw-r--r-- | src/physics.cpp | 524 |
1 files changed, 261 insertions, 263 deletions
diff --git a/src/physics.cpp b/src/physics.cpp index d4f8a98..1f10002 100644 --- a/src/physics.cpp +++ b/src/physics.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/.// physics.cpp
+// * along with this program. If not, see http://www.gnu.org/licenses/.
+
+// physics.cpp
#define STRICT
#define D3D_OVERLOADS
@@ -54,7 +56,7 @@ -// Constructeur de l'objet.
+// Object's constructor.
CPhysics::CPhysics(CInstanceManager* iMan, CObject* object)
{
@@ -73,13 +75,13 @@ CPhysics::CPhysics(CInstanceManager* iMan, CObject* object) m_motion = 0;
m_type = TYPE_ROLLING;
- m_gravity = 9.81f; // gravité terrestre par défaut
+ m_gravity = 9.81f; // default gravity
m_time = 0.0f;
m_timeUnderWater = 0.0f;
m_motorSpeed = D3DVECTOR(0.0f, 0.0f, 0.0f);
m_bMotor = FALSE;
- m_bLand = TRUE; // au sol
- m_bSwim = FALSE; // dans l'air
+ m_bLand = TRUE; // ground
+ m_bSwim = FALSE; // in air
m_bCollision = FALSE;
m_bObstacle = FALSE;
m_repeatCollision = 0;
@@ -117,7 +119,7 @@ CPhysics::CPhysics(CInstanceManager* iMan, CObject* object) ZeroMemory(&m_cirMotion, sizeof(Motion));
}
-// Destructeur de l'objet.
+// Object's destructor.
CPhysics::~CPhysics()
{
@@ -125,7 +127,7 @@ CPhysics::~CPhysics() }
-// Détruit l'objet.
+// Destroys the object.
void CPhysics::DeleteObject(BOOL bAll)
{
@@ -155,7 +157,7 @@ void CPhysics::SetMotion(CMotion* motion) m_motion = motion;
}
-// Gestion du type.
+// Management of the type.
void CPhysics::SetType(PhysicsType type)
{
@@ -169,7 +171,7 @@ PhysicsType CPhysics::RetType() -// Sauve tous les paramètres de l'objet.
+// Saves all parameters of the object.
BOOL CPhysics::Write(char *line)
{
@@ -190,7 +192,7 @@ BOOL CPhysics::Write(char *line) return TRUE;
}
-// Restitue tous les paramètres de l'objet.
+// Restores all parameters of the object.
BOOL CPhysics::Read(char *line)
{
@@ -207,7 +209,7 @@ BOOL CPhysics::Read(char *line) -// Gestion de la force de gravité.
+// Management of the force of gravity.
void CPhysics::SetGravity(float value)
{
@@ -220,7 +222,7 @@ float CPhysics::RetGravity() }
-// Retourne la hauteur au-dessus du sol.
+// Returns the height above the ground.
float CPhysics::RetFloorHeight()
{
@@ -228,7 +230,7 @@ float CPhysics::RetFloorHeight() }
-// Gestion de l'état du moteur.
+// Managing the state of the engine.
void CPhysics::SetMotor(BOOL bState)
{
@@ -250,12 +252,12 @@ BOOL CPhysics::RetMotor() }
-// Gestion de l'état en vol/au sol.
+// Management of the state in flight/ground.
void CPhysics::SetLand(BOOL bState)
{
m_bLand = bState;
- SetMotor(!bState); // allume le réacteur si on part en vol
+ SetMotor(!bState); // lights if you leave the reactor in flight
}
BOOL CPhysics::RetLand()
@@ -264,11 +266,11 @@ BOOL CPhysics::RetLand() }
-// Gestion de l'état dans l'air/l'eau.
+// Management of the state in air/water.
void CPhysics::SetSwim(BOOL bState)
{
- if ( !m_bSwim && bState ) // entre dans l'eau ?
+ if ( !m_bSwim && bState ) // enters the water?
{
m_timeUnderWater = 0.0f;
}
@@ -281,7 +283,7 @@ BOOL CPhysics::RetSwim() }
-// Indique s une collision a eu lieu.
+// Indicates whether a collision occurred.
void CPhysics::SetCollision(BOOL bCollision)
{
@@ -294,7 +296,7 @@ BOOL CPhysics::RetCollision() }
-// Indique si l'influence du sol est activée ou non.
+// Indicates whether the influence of soil is activated or not.
void CPhysics::SetFreeze(BOOL bFreeze)
{
@@ -307,7 +309,7 @@ BOOL CPhysics::RetFreeze() }
-// Retourne le niveau d'automie du réacteur.
+// Returns the range of the reactor.
void CPhysics::SetReactorRange(float range)
{
@@ -320,37 +322,37 @@ float CPhysics::RetReactorRange() }
-// Spécifie la vitesse du moteur.
-// x = avancer/reculer
-// y = monter/descendre
-// z = tourner
+// Specifies the engine speed.
+// x = forward/backward
+// y = up/down
+// z = turn
void CPhysics::SetMotorSpeed(D3DVECTOR speed)
{
m_motorSpeed = speed;
}
-// Spécifie la vitesse du moteur pour avancer/reculer.
-// +1 = avancer
-// -1 = reculer
+// Specifies the engine speed for forward/backward.
+// +1 = forward
+// -1 = backward
void CPhysics::SetMotorSpeedX(float speed)
{
m_motorSpeed.x = speed;
}
-// Spécifie la vitesse du moteur pour monter/descendre.
-// +1 = monter
-// -1 = descendre
+// Specifies the motor speed for up/down.
+// +1 = up
+// -1 = down
void CPhysics::SetMotorSpeedY(float speed)
{
m_motorSpeed.y = speed;
}
-// Spécifie la vitesse du moteur pour tourner.
-// +1 = tourner à droite (CW)
-// -1 = tourner à gauche (CCW)
+// Specifies the speed of the motor to turn.
+// +1 = turn right(CW)
+// -1 = turn left(CCW)
void CPhysics::SetMotorSpeedZ(float speed)
{
@@ -378,8 +380,8 @@ float CPhysics::RetMotorSpeedZ() }
-// Gestion des vitesses linéaires et angulaires.
-// Spécifie la vitesse parallèle au sens de marche.
+// Management of linear and angular velocities.
+// Specifies the speed parallel to the direction of travel.
void CPhysics::SetLinMotion(PhysicsMode mode, D3DVECTOR value)
{
@@ -447,7 +449,7 @@ float CPhysics::RetLinMotionX(PhysicsMode mode) return 0.0f;
}
-// Spécifie la vitesse d'élévation.
+// Specifies the speed of elevation.
void CPhysics::SetLinMotionY(PhysicsMode mode, float value)
{
@@ -482,7 +484,7 @@ float CPhysics::RetLinMotionY(PhysicsMode mode) return 0.0f;
}
-// Spécifie la vitesse perpendiculaire au sens de marche.
+// Specifies the velocity perpendicular to the direction of travel.
void CPhysics::SetLinMotionZ(PhysicsMode mode, float value)
{
@@ -517,7 +519,7 @@ float CPhysics::RetLinMotionZ(PhysicsMode mode) return 0.0f;
}
-// Spécifie la rotation autour de l'axe de marche.
+// Specifies the rotation around the axis of walk.
void CPhysics::SetCirMotion(PhysicsMode mode, D3DVECTOR value)
{
@@ -585,7 +587,7 @@ float CPhysics::RetCirMotionX(PhysicsMode mode) return 0.0f;
}
-// Spécifie la rotation de direction.
+// Specifies the rotation direction.
void CPhysics::SetCirMotionY(PhysicsMode mode, float value)
{
@@ -620,7 +622,7 @@ float CPhysics::RetCirMotionY(PhysicsMode mode) return 0.0f;
}
-// Spécifie la rotation de montée/descente.
+// Specifies the rotation up/down.
void CPhysics::SetCirMotionZ(PhysicsMode mode, float value)
{
@@ -656,9 +658,9 @@ float CPhysics::RetCirMotionZ(PhysicsMode mode) }
-// Retourne la distance linéaire de freinage.
+// Returns the linear distance braking.
//
-// v*v
+// v*v
// d = -----
// 2a
@@ -669,7 +671,7 @@ float CPhysics::RetLinStopLength(PhysicsMode sMode, PhysicsMode aMode) speed = RetLinMotionX(sMode); // MO_ADVSPEED/MO_RECSPEED
accel = RetLinMotionX(aMode); // MO_ADVACCEL/MO_RECACCEL/MO_STOACCEL
- if ( m_type == TYPE_FLYING && m_bLand ) // volant au sol ?
+ if ( m_type == TYPE_FLYING && m_bLand ) // flying on the ground?
{
speed /= LANDING_SPEED;
accel *= LANDING_ACCEL;
@@ -678,7 +680,7 @@ float CPhysics::RetLinStopLength(PhysicsMode sMode, PhysicsMode aMode) return (speed*speed) / (accel*2.0f);
}
-// Retourne l'angle circulaire de freinage.
+// Returns the angle of circular braking.
float CPhysics::RetCirStopLength()
{
@@ -686,7 +688,7 @@ float CPhysics::RetCirStopLength() m_cirMotion.stopAccel.y / 2.0f;
}
-// Retourne la longueur avancée en une seconde, au sol, à vitesse maximale.
+// Returns the length advanced into a second, on the ground, maximum speed.
float CPhysics::RetLinMaxLength(float dir)
{
@@ -703,7 +705,7 @@ float CPhysics::RetLinMaxLength(float dir) return dist;
}
-// Retourne le temps nécessaire pour parcourir une certaine distance.
+// Returns the time needed to travel some distance.
float CPhysics::RetLinTimeLength(float dist, float dir)
{
@@ -725,8 +727,7 @@ float CPhysics::RetLinTimeLength(float dist, float dir) return (dist+accel+decel)/dps;
}
-// Retourne la longueur à avancer pour parcourir une certaine
-// distance, en tenant compte des accélérations/décélérations.
+// Returns the length for a forward travel some distance, taking into account the accelerations / decelerations.
float CPhysics::RetLinLength(float dist)
{
@@ -762,8 +763,8 @@ float CPhysics::RetLinLength(float dist) }
-// Gestion d'un événement.
-// Retourne FALSE si l'objet est détruit.
+// Management of an event.
+// Returns FALSE if the object is destroyed.
BOOL CPhysics::EventProcess(const Event &event)
{
@@ -782,7 +783,7 @@ BOOL CPhysics::EventProcess(const Event &event) }
-// Met à jour les consignes de vitesse du moteur.
+// Updates instructions for the motor speed.
void CPhysics::MotorUpdate(float aTime, float rTime)
{
@@ -809,31 +810,31 @@ void CPhysics::MotorUpdate(float aTime, float rTime) type == OBJECT_TECH )
{
power = 0;
- if ( m_object->RetFret() != 0 && // porte qq chose ?
+ if ( m_object->RetFret() != 0 && // carries something?
!m_object->RetCargo() )
{
- motorSpeed.x *= 0.7f; // avance plus lentement
+ motorSpeed.x *= 0.7f; // forward more slowly
motorSpeed.z *= 0.5f;
- motorSpeed.y = -1.0f; // tombe
+ motorSpeed.y = -1.0f; // grave
}
if ( m_bSwim )
{
- if ( m_bLand ) // au fond de l'eau ?
+ if ( m_bLand ) // deep in the water?
{
- motorSpeed.x *= 0.4f; // avance plus lentement
+ motorSpeed.x *= 0.4f; // forward more slowly
motorSpeed.z *= 0.5f;
motorSpeed.y *= 0.5f;
- if ( m_object->RetFret() != 0 ) // porte qq chose ?
+ if ( m_object->RetFret() != 0 ) // carries something?
{
motorSpeed.x *= 0.2f;
motorSpeed.z *= 0.9f;
motorSpeed.y *= 0.2f;
}
}
- else // nage ?
+ else // swimming?
{
- motorSpeed.x *= 0.2f; // avance plus lentement
+ motorSpeed.x *= 0.2f; // forward more slowly
motorSpeed.z *= 0.5f;
motorSpeed.y *= 0.2f;
}
@@ -841,8 +842,8 @@ void CPhysics::MotorUpdate(float aTime, float rTime) }
else
{
- power = m_object->RetPower(); // cherche l'objet pile utilisé
- if ( power == 0 || power->RetEnergy() == 0.0f ) // pas de pile ou plate ?
+ power = m_object->RetPower(); // searches for the object battery uses
+ if ( power == 0 || power->RetEnergy() == 0.0f ) // no battery or flat?
{
motorSpeed.x = 0.0f;
motorSpeed.z = 0.0f;
@@ -852,23 +853,23 @@ void CPhysics::MotorUpdate(float aTime, float rTime) }
else
{
- motorSpeed.y = -1.0f; // tombe
+ motorSpeed.y = -1.0f; // grave
}
SetMotor(FALSE);
}
}
- if ( m_object->RetDead() ) // homme mort ?
+ if ( m_object->RetDead() ) // dead man?
{
motorSpeed.x = 0.0f;
motorSpeed.z = 0.0f;
- if ( m_motion->RetAction() == MHS_DEADw ) // mort noyé ?
+ if ( m_motion->RetAction() == MHS_DEADw ) // drowned?
{
- motorSpeed.y = 0.0f; // c'est MHS_DEADw qui remonte
+ motorSpeed.y = 0.0f; // this is MHS_DEADw going back
}
else
{
- motorSpeed.y = -1.0f; // tombe
+ motorSpeed.y = -1.0f; // grave
}
SetMotor(FALSE);
}
@@ -878,28 +879,28 @@ void CPhysics::MotorUpdate(float aTime, float rTime) pos = m_object->RetPosition(0);
h = m_terrain->RetFlyingLimit(pos, type==OBJECT_BEE);
h += m_object->RetCharacter()->height;
- if ( pos.y > h-40.0f ) // presque tout en haut ?
+ if ( pos.y > h-40.0f ) // almost at the top?
{
factor = 1.0f-(pos.y-(h-40.0f))/40.0f;
if ( factor < -1.0f ) factor = -1.0f;
if ( factor > 1.0f ) factor = 1.0f;
- motorSpeed.y *= factor; // limite la vitesse de montée
+ motorSpeed.y *= factor; // limit the rate of rise
}
}
if ( type != OBJECT_BEE &&
- m_object->RetRange() > 0.0f ) // autonomie de vol limitée ?
+ m_object->RetRange() > 0.0f ) // limited flight range?
{
- if ( m_bLand || m_bSwim || m_bObstacle ) // au sol ou dans l'eau ?
+ if ( m_bLand || m_bSwim || m_bObstacle ) // on the ground or in the water?
{
factor = 1.0f;
- if ( m_bObstacle ) factor = 3.0f; // pour pouvoir repartir !
- if ( m_bSwim ) factor = 3.0f; // refroidit plus vite dans l'eau
+ if ( m_bObstacle ) factor = 3.0f; // in order to leave!
+ if ( m_bSwim ) factor = 3.0f; // cools faster in water
m_reactorRange += rTime*(1.0f/5.0f)*factor;
if ( m_reactorRange > 1.0f )
{
m_reactorRange = 1.0f;
- if ( m_bLowLevel && m_object->RetSelect() ) // bip froid ?
+ if ( m_bLowLevel && m_object->RetSelect() ) // beep cool?
{
m_sound->Play(SOUND_INFO, m_object->RetPosition(0), 1.0f, 2.0f);
m_bLowLevel = FALSE;
@@ -907,22 +908,22 @@ void CPhysics::MotorUpdate(float aTime, float rTime) }
m_bObstacle = FALSE;
}
- else // en vol ?
+ else // in flight?
{
m_reactorRange -= rTime*(1.0f/m_object->RetRange());
if ( m_reactorRange < 0.0f ) m_reactorRange = 0.0f;
if ( m_reactorRange < 0.5f ) m_bLowLevel = TRUE;
}
- if ( m_reactorRange == 0.0f ) // réacteur tilté ?
+ if ( m_reactorRange == 0.0f ) // reactor tilt?
{
- motorSpeed.y = -1.0f; // tombe ...
+ motorSpeed.y = -1.0f; // grave
}
}
//? MotorParticule(aTime);
- // Avancer/reculer.
+ // Forward/backward.
if ( motorSpeed.x > 0.0f )
{
m_linMotion.motorAccel.x = m_linMotion.advanceAccel.x;
@@ -939,7 +940,7 @@ void CPhysics::MotorUpdate(float aTime, float rTime) m_linMotion.motorSpeed.x = 0.0f;
}
- // Monter/descendre.
+ // Up/down.
if ( motorSpeed.y > 0.0f )
{
m_linMotion.motorAccel.y = m_linMotion.advanceAccel.y;
@@ -956,9 +957,9 @@ void CPhysics::MotorUpdate(float aTime, float rTime) m_linMotion.motorSpeed.y = 0.0f;
}
- // Tourner à gauche/droite.
+ // Turn left/right.
speed = motorSpeed.z;
-//? if ( motorSpeed.x < 0.0f ) speed = -speed; // inverse tourne si recule
+//? if ( motorSpeed.x < 0.0f ) speed = -speed; // reverse if running back
if ( motorSpeed.z > 0.0f )
{
@@ -976,7 +977,7 @@ void CPhysics::MotorUpdate(float aTime, float rTime) m_cirMotion.motorSpeed.y = 0.0f;
}
- if ( m_type == TYPE_FLYING && m_bLand ) // volant au sol ?
+ if ( m_type == TYPE_FLYING && m_bLand ) // flying on the ground?
{
if ( type == OBJECT_HUMAN ||
type == OBJECT_TECH )
@@ -995,9 +996,9 @@ void CPhysics::MotorUpdate(float aTime, float rTime) h += m_object->RetCharacter()->height;
if ( motorSpeed.y > 0.0f && m_reactorRange > 0.1f && pos.y < h )
{
- m_bLand = FALSE; // décolle
+ m_bLand = FALSE; // take off
SetMotor(TRUE);
- pos.y += 0.05f; // petite hauteur initiale (startup)
+ pos.y += 0.05f; // small initial height (startup)
m_object->SetPosition(0, pos);
}
}
@@ -1015,7 +1016,7 @@ void CPhysics::MotorUpdate(float aTime, float rTime) }
}
- if ( power != 0 ) // pile transportée ?
+ if ( power != 0 ) // battery transported?
{
factor = 1.0f;
if ( type == OBJECT_MOBILEia ||
@@ -1039,7 +1040,7 @@ void CPhysics::MotorUpdate(float aTime, float rTime) }
-// Met à jour les effets de vibration et d'inclinaison.
+// Updates the effects of vibration and tilt.
void CPhysics::EffectUpdate(float aTime, float rTime)
{
@@ -1065,10 +1066,10 @@ void CPhysics::EffectUpdate(float aTime, float rTime) vibCir = m_motion->RetCirVibration();
incl = m_motion->RetInclinaison();
- if ( type == OBJECT_HUMAN || // homme ?
+ if ( type == OBJECT_HUMAN || // human?
type == OBJECT_TECH )
{
- if ( !m_bLand && !m_bSwim ) // en vol ?
+ if ( !m_bLand && !m_bSwim ) // in flight?
{
vibLin.y = sinf(aTime*2.00f)*0.5f+
sinf(aTime*2.11f)*0.3f;
@@ -1083,7 +1084,7 @@ void CPhysics::EffectUpdate(float aTime, float rTime) speedLin = m_linMotion.realSpeed.x / m_linMotion.advanceSpeed.x;
speedCir = m_cirMotion.realSpeed.y / m_cirMotion.advanceSpeed.y;
- incl.x = -speedLin*speedCir*0.5f; // penche si virage
+ incl.x = -speedLin*speedCir*0.5f; // looks if turn
//? speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.5f;
speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.2f;
@@ -1114,7 +1115,7 @@ void CPhysics::EffectUpdate(float aTime, float rTime) m_motion->SetCirVibration(vibCir);
m_motion->SetInclinaison(incl);
}
- else if ( m_bSwim ) // nage ?
+ else if ( m_bSwim ) // swimming?
{
vibLin.y = sinf(aTime*2.00f)*0.5f+
sinf(aTime*2.11f)*0.3f;
@@ -1130,7 +1131,7 @@ void CPhysics::EffectUpdate(float aTime, float rTime) speedLin = m_linMotion.realSpeed.x / m_linMotion.advanceSpeed.x;
speedCir = m_cirMotion.realSpeed.y / m_cirMotion.advanceSpeed.y;
- incl.x = -speedLin*speedCir*5.0f; // penche si virage
+ incl.x = -speedLin*speedCir*5.0f; // looks if turn
//? speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.5f;
speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.2f;
@@ -1153,11 +1154,11 @@ void CPhysics::EffectUpdate(float aTime, float rTime) }
}
- if ( m_linMotion.realSpeed.y > 0.0f ) // monte ?
+ if ( m_linMotion.realSpeed.y > 0.0f ) // up?
{
vibCir.z += m_linMotion.realSpeed.y*0.05f;
}
- else // descend ?
+ else // down?
{
vibCir.z += m_linMotion.realSpeed.y*0.12f;
}
@@ -1185,11 +1186,11 @@ void CPhysics::EffectUpdate(float aTime, float rTime) type == OBJECT_MOBILEws ||
type == OBJECT_MOBILEwt ||
type == OBJECT_MOBILEtg ||
- type == OBJECT_APOLLO2 ) // roues ?
+ type == OBJECT_APOLLO2 ) // wheels?
{
speedLin = m_linMotion.realSpeed.x / m_linMotion.advanceSpeed.x;
speedCir = m_cirMotion.realSpeed.y / m_cirMotion.advanceSpeed.y;
- incl.x = speedLin*speedCir*0.20f; // penche si virage
+ incl.x = speedLin*speedCir*0.20f; // looks if turn
if ( type == OBJECT_APOLLO2 ) incl.x *= 0.25f;
speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x;
@@ -1228,15 +1229,15 @@ void CPhysics::EffectUpdate(float aTime, float rTime) type == OBJECT_MOBILEfc ||
type == OBJECT_MOBILEfi ||
type == OBJECT_MOBILEfs ||
- type == OBJECT_MOBILEft ) // volant ?
+ type == OBJECT_MOBILEft ) // fliyng?
{
- if ( m_bLand ) // au sol ?
+ if ( m_bLand ) // on the ground?
{
m_motion->SetLinVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
m_motion->SetCirVibration(D3DVECTOR(0.0f, 0.0f, 0.0f));
m_motion->SetInclinaison(D3DVECTOR(0.0f, 0.0f, 0.0f));
}
- else // en vol ?
+ else // in flight?
{
vibLin.y = sinf(aTime*2.00f)*0.5f+
sinf(aTime*2.11f)*0.3f;
@@ -1253,7 +1254,7 @@ void CPhysics::EffectUpdate(float aTime, float rTime) speedLin = m_linMotion.realSpeed.x / m_linMotion.advanceSpeed.x;
speedCir = m_cirMotion.realSpeed.y / m_cirMotion.advanceSpeed.y;
- incl.x = -speedLin*speedCir*0.5f; // penche si virage
+ incl.x = -speedLin*speedCir*0.5f; // looks if turn
//? speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.5f;
speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.2f;
@@ -1287,9 +1288,9 @@ void CPhysics::EffectUpdate(float aTime, float rTime) }
}
- if ( type == OBJECT_BEE ) // abeille ?
+ if ( type == OBJECT_BEE ) // bee?
{
- if ( !m_bLand ) // en vol ?
+ if ( !m_bLand ) // in flight?
{
vibLin.y = sinf(aTime*2.00f)*0.5f+
sinf(aTime*2.11f)*0.3f;
@@ -1306,7 +1307,7 @@ void CPhysics::EffectUpdate(float aTime, float rTime) speedLin = m_linMotion.realSpeed.x / m_linMotion.advanceSpeed.x;
speedCir = m_cirMotion.realSpeed.y / m_cirMotion.advanceSpeed.y;
- incl.x = -speedLin*speedCir*1.5f; // penche si virage
+ incl.x = -speedLin*speedCir*1.5f; // looks if turn
//? speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.5f;
speedLin = m_linMotion.currentSpeed.x - m_linMotion.motorSpeed.x*1.2f;
@@ -1341,29 +1342,29 @@ void CPhysics::EffectUpdate(float aTime, float rTime) }
-// Met à jour une structure Motion.
+// Updates structure Motion.
void CPhysics::UpdateMotionStruct(float rTime, Motion &motion)
{
float speed, motor;
- // Gestion de la coordonnée x.
+ // Management for the coordinate x.
speed = motion.currentSpeed.x;
motor = motion.motorSpeed.x * m_inclinaisonFactor;
if ( speed < motor )
{
- speed += rTime*motion.motorAccel.x; // accélère
+ speed += rTime*motion.motorAccel.x; // accelerates
if ( speed > motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
if ( speed > motor )
{
- speed -= rTime*motion.motorAccel.x; // déccélère
+ speed -= rTime*motion.motorAccel.x; // decelerates
if ( speed < motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
motion.currentSpeed.x = speed;
@@ -1382,23 +1383,23 @@ void CPhysics::UpdateMotionStruct(float rTime, Motion &motion) motion.realSpeed.x += speed;
}
- // Gestion de la coordonnée y.
+ // Management for the coordinate y.
speed = motion.currentSpeed.y;
- motor = motion.motorSpeed.y; // vitesse non limitée !
+ motor = motion.motorSpeed.y; // unlimited speed!
if ( speed < motor )
{
- speed += rTime*motion.motorAccel.y; // accélère
+ speed += rTime*motion.motorAccel.y; // accelerates
if ( speed > motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
if ( speed > motor )
{
- speed -= rTime*motion.motorAccel.y; // déccélère
+ speed -= rTime*motion.motorAccel.y; // decelerates
if ( speed < motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
motion.currentSpeed.y = speed;
@@ -1417,23 +1418,23 @@ void CPhysics::UpdateMotionStruct(float rTime, Motion &motion) motion.realSpeed.y += speed;
}
- // Gestion de la coordonnée z.
+ // Management for the coordinate z.
speed = motion.currentSpeed.z;
motor = motion.motorSpeed.z * m_inclinaisonFactor;
if ( speed < motor )
{
- speed += rTime*motion.motorAccel.z; // accélère
+ speed += rTime*motion.motorAccel.z; // accelerates
if ( speed > motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
if ( speed > motor )
{
- speed -= rTime*motion.motorAccel.z; // déccélère
+ speed -= rTime*motion.motorAccel.z; // decelerates
if ( speed < motor )
{
- speed = motor; // ne dépasse pas la vitesse
+ speed = motor; // does not exceed the speed
}
}
motion.currentSpeed.z = speed;
@@ -1454,14 +1455,14 @@ void CPhysics::UpdateMotionStruct(float rTime, Motion &motion) }
-// Fait évoluer la physique selon le temps écoulé.
-// Retourne FALSE si l'objet est détruit.
+// Makes physics evolve as time elapsed.
+// Returns FALSE if the object is destroyed.
//
-// a: accélération
-// v1: vitesse au temps t1
-// v2: vitesse au temps t2
-// dt: temps écoulé depuis t1, donc: dt=t2-t1
-// dd: différence de distance (avance)
+// a: acceleration
+// v1: velocity at time t1
+// v2: velocity at time t2
+// dt: time elapsed since t1, then: dt = t2-t1
+// dd: difference in distance (advance)
//
// v2 = v1 + a*dt
// dd = v2*dt
@@ -1490,7 +1491,7 @@ BOOL CPhysics::EventFrame(const Event &event) iPos = pos = m_object->RetPosition(0);
iAngle = angle = m_object->RetAngle(0);
- // Accélère à la descente, freine à la montée.
+ // Accelerate is the descent, brake is the ascent.
if ( m_bFreeze || m_object->RetDead() )
{
m_linMotion.terrainSpeed.x = 0.0f;
@@ -1506,12 +1507,12 @@ BOOL CPhysics::EventFrame(const Event &event) {
if ( m_linMotion.currentSpeed.x == 0.0f )
{
- h *= 0.5f; // homme immobile -> glisse moins
+ h *= 0.5f; // immobile man -> slippage
}
- FloorAngle(pos, tAngle); // calcule l'angle avec le terrain
+ FloorAngle(pos, tAngle); // calculates the angle with the ground
}
#if 1
- if ( pos.y < m_water->RetLevel(m_object) ) // sous l'eau ?
+ if ( pos.y < m_water->RetLevel(m_object) ) // underwater?
{
h *= 0.5f;
}
@@ -1524,7 +1525,7 @@ BOOL CPhysics::EventFrame(const Event &event) m_linMotion.terrainSpeed.z = tanf(tAngle.x)*0.9f*m_linMotion.terrainForce.z*h;
m_linMotion.terrainSpeed.y = 0.0f;
- // Si le terrain est très pentu, n'exagère pas !
+ // If the terrain is very steep, do not exaggerate!
if ( m_linMotion.terrainSpeed.x > 50.0f ) m_linMotion.terrainSpeed.x = 20.0f;
if ( m_linMotion.terrainSpeed.x < -50.0f ) m_linMotion.terrainSpeed.x = -20.0f;
if ( m_linMotion.terrainSpeed.z > 50.0f ) m_linMotion.terrainSpeed.z = 20.0f;
@@ -1533,17 +1534,16 @@ BOOL CPhysics::EventFrame(const Event &event) if ( type == OBJECT_BEE && !m_bLand )
{
- h = m_floorLevel; // niveau du sol
+ h = m_floorLevel; // ground level
w = m_water->RetLevel(m_object);
if ( h < w ) h = w;
- h = pos.y-h-10.0f; // hauteur maximale (*)
+ h = pos.y-h-10.0f; // maximum height (*)
if ( h < 0.0f ) h = 0.0f;
- m_linMotion.terrainSpeed.y = -h*2.5f; // ne va pas plus haut
+ m_linMotion.terrainSpeed.y = -h*2.5f; // is not above
}
- // (*) Assez haut pour passer par-dessus la tour de défence
- // (OBJECT_TOWER), mais pas trop pour passer sous la coiffe
- // du vaisseau (OBJECT_BASE) !
+ // (*) High enough to pass over the tower defense (OBJECT_TOWER),
+ // but not too much to pass under the cover of the ship (OBJECT_BASE)!
UpdateMotionStruct(event.rTime, m_linMotion);
UpdateMotionStruct(event.rTime, m_cirMotion);
@@ -1580,13 +1580,13 @@ BOOL CPhysics::EventFrame(const Event &event) newpos.z != pos.z )
{
i = ObjectAdapt(newpos, newangle);
- if ( i == 2 ) // objet détruit ?
+ if ( i == 2 ) // object destroyed?
{
return FALSE;
}
- if ( i == 1 ) // objet immobile ?
+ if ( i == 1 ) // immobile object?
{
- newpos = iPos; // garde la position initiale, mais accepte la rotation
+ newpos = iPos; // keeps the initial position, but accepts the rotation
}
}
@@ -1612,7 +1612,7 @@ BOOL CPhysics::EventFrame(const Event &event) return TRUE;
}
-// Démarre ou stoppe les bruits de moteur.
+// Starts or stops the engine sounds.
void CPhysics::SoundMotor(float rTime)
{
@@ -1714,13 +1714,13 @@ void CPhysics::SoundMotor(float rTime) }
}
}
- else // véhicule ?
+ else // vehicle?
{
if ( m_type == TYPE_ROLLING )
{
if ( m_bMotor && m_object->RetActif() )
{
- SoundMotorFull(rTime, type); // plein régime
+ SoundMotorFull(rTime, type); // full diet
}
else
{
@@ -1734,11 +1734,11 @@ void CPhysics::SoundMotor(float rTime) if ( m_object->RetSelect() &&
energy != 0.0f )
{
- SoundMotorSlow(rTime, type); // au ralenti
+ SoundMotorSlow(rTime, type); // in slow motion
}
else
{
- SoundMotorStop(rTime, type); // à l'arrêt
+ SoundMotorStop(rTime, type); // to the stop
}
}
}
@@ -1748,17 +1748,17 @@ void CPhysics::SoundMotor(float rTime) if ( m_bMotor && !m_bSwim &&
m_object->RetActif() && !m_object->RetDead() )
{
- SoundReactorFull(rTime, type); // plein régime
+ SoundReactorFull(rTime, type); // full diet
}
else
{
- SoundReactorStop(rTime, type); // à l'arrêt
+ SoundReactorStop(rTime, type); // to the stop
}
}
}
}
-// Fait exploser l'objet s'il est sous l'eau.
+// Detonates the object if it is underwater.
void CPhysics::WaterFrame(float aTime, float rTime)
{
@@ -1768,10 +1768,10 @@ void CPhysics::WaterFrame(float aTime, float rTime) float level;
level = m_water->RetLevel();
- if ( level == 0.0f ) return; // pas d'eau ?
- if ( m_object->RetTruck() != 0 ) return; // objet transporté ?
+ if ( level == 0.0f ) return; // no water?
+ if ( m_object->RetTruck() != 0 ) return; // object transported?
- // Gestion des flammes dans la lave.
+ // Management of flames into the lava.
pos = m_object->RetPosition(0);
if ( m_water->RetLava() &&
pos.y-m_object->RetCharacter()->height <= level )
@@ -1804,18 +1804,18 @@ void CPhysics::WaterFrame(float aTime, float rTime) }
pos = m_object->RetPosition(0);
- if ( pos.y >= m_water->RetLevel(m_object) ) return; // hors de l'eau ?
+ if ( pos.y >= m_water->RetLevel(m_object) ) return; // out of water?
type = m_object->RetType();
if ( type == OBJECT_TOTO ) return;
if ( type == OBJECT_NULL ) return;
if ( !m_object->RetActif() ) return;
- if ( m_object->RetResetBusy() ) return; // reset en cours ?
+ if ( m_object->RetResetBusy() ) return; // reset in progress?
if ( m_water->RetLava() ||
(type == OBJECT_HUMAN &&
- m_object->RetOption() != 0 ) || // homme sans casque ?
+ m_object->RetOption() != 0 ) || // human without a helmet?
type == OBJECT_MOBILEfa ||
type == OBJECT_MOBILEta ||
type == OBJECT_MOBILEwa ||
@@ -1841,13 +1841,13 @@ void CPhysics::WaterFrame(float aTime, float rTime) type == OBJECT_MOBILEwt ||
type == OBJECT_MOBILEit ||
type == OBJECT_MOBILEdr ||
- type == OBJECT_APOLLO2 ) // véhicule non sous-marin ?
+ type == OBJECT_APOLLO2 ) // vehicle not underwater?
{
- m_object->ExploObject(EXPLO_WATER, 1.0f); // démarre explosion
+ m_object->ExploObject(EXPLO_WATER, 1.0f); // starts explosion
}
}
-// Fait entendre le moteur à plein régime.
+// Sounds the engine at full power.
void CPhysics::SoundMotorFull(float rTime, ObjectType type)
{
@@ -1942,7 +1942,7 @@ void CPhysics::SoundMotorFull(float rTime, ObjectType type) {
m_sound->Position(m_soundChannel, m_object->RetPosition(0));
- if ( m_bSoundSlow ) // au ralenti ?
+ if ( m_bSoundSlow ) // in slow motion?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, amplitude, freq, time, SOPER_CONTINUE);
@@ -1958,7 +1958,7 @@ void CPhysics::SoundMotorFull(float rTime, ObjectType type) m_soundTimePshhh -= rTime*2.0f;
}
-// Fait entendre le moteur au ralenti.
+// Sounds the engine idling.
void CPhysics::SoundMotorSlow(float rTime, ObjectType type)
{
@@ -1974,7 +1974,7 @@ void CPhysics::SoundMotorSlow(float rTime, ObjectType type) type == OBJECT_MOBILEii ||
type == OBJECT_MOBILEis )
{
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 0.3f, SOPER_STOP);
@@ -2006,7 +2006,7 @@ void CPhysics::SoundMotorSlow(float rTime, ObjectType type) }
else if ( type == OBJECT_APOLLO2 )
{
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.5f, 0.3f, SOPER_STOP);
@@ -2036,7 +2036,7 @@ void CPhysics::SoundMotorSlow(float rTime, ObjectType type) {
m_sound->Position(m_soundChannel, m_object->RetPosition(0));
- if ( !m_bSoundSlow ) // plein régime ?
+ if ( !m_bSoundSlow ) // full power?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, amplitude, 0.5f, 0.3f, SOPER_CONTINUE);
@@ -2086,7 +2086,7 @@ void CPhysics::SoundMotorSlow(float rTime, ObjectType type) }
}
-// Fait entendre le moteur à l'arrêt.
+// Sounds the engine not running.
void CPhysics::SoundMotorStop(float rTime, ObjectType type)
{
@@ -2095,7 +2095,7 @@ void CPhysics::SoundMotorStop(float rTime, ObjectType type) type == OBJECT_MOBILEii ||
type == OBJECT_MOBILEis )
{
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 0.3f, SOPER_STOP);
@@ -2104,7 +2104,7 @@ void CPhysics::SoundMotorStop(float rTime, ObjectType type) return;
}
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 0.5f, 0.3f, SOPER_STOP);
@@ -2114,7 +2114,7 @@ void CPhysics::SoundMotorStop(float rTime, ObjectType type) m_soundTimePshhh -= rTime*2.0f;
}
-// Fait entendre le réacteur à plein régime.
+// Sounds the reactor at full power.
void CPhysics::SoundReactorFull(float rTime, ObjectType type)
{
@@ -2125,7 +2125,7 @@ void CPhysics::SoundReactorFull(float rTime, ObjectType type) float freq;
int i;
- if ( m_soundChannelSlide != -1 ) // glisse ?
+ if ( m_soundChannelSlide != -1 ) // slides?
{
m_sound->FlushEnvelope(m_soundChannelSlide);
m_sound->AddEnvelope(m_soundChannelSlide, 0.0f, 1.0f, 0.3f, SOPER_STOP);
@@ -2161,7 +2161,7 @@ void CPhysics::SoundReactorFull(float rTime, ObjectType type) }
else
{
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
@@ -2225,7 +2225,7 @@ void CPhysics::SoundReactorFull(float rTime, ObjectType type) }
-// Fait entendre le réacteur à l'arrêt.
+// Sounds the reactor stopped.
void CPhysics::SoundReactorStop(float rTime, ObjectType type)
{
@@ -2239,7 +2239,7 @@ void CPhysics::SoundReactorStop(float rTime, ObjectType type) energy = power->RetEnergy();
}
- if ( m_soundChannel != -1 ) // moteur tourne ?
+ if ( m_soundChannel != -1 ) // engine is running?
{
m_sound->FlushEnvelope(m_soundChannel);
m_sound->AddEnvelope(m_soundChannel, 0.0f, 1.0f, 1.0f, SOPER_STOP);
@@ -2249,7 +2249,7 @@ void CPhysics::SoundReactorStop(float rTime, ObjectType type) if ( type == OBJECT_HUMAN ||
type == OBJECT_TECH )
{
- if ( m_soundChannelSlide != -1 ) // glisse ?
+ if ( m_soundChannelSlide != -1 ) // slides?
{
m_sound->FlushEnvelope(m_soundChannelSlide);
m_sound->AddEnvelope(m_soundChannelSlide, 0.0f, 1.0f, 0.3f, SOPER_STOP);
@@ -2259,7 +2259,7 @@ void CPhysics::SoundReactorStop(float rTime, ObjectType type) else
{
if ( energy != 0.0f &&
- (m_motorSpeed.x != 0.0f || // glisse avec petits réacteurs dans patins ?
+ (m_motorSpeed.x != 0.0f || // slides with small reactors in skates?
m_cirMotion.realSpeed.y != 0.0f) )
{
if ( m_soundChannelSlide == -1 )
@@ -2272,7 +2272,7 @@ void CPhysics::SoundReactorStop(float rTime, ObjectType type) }
else
{
- if ( m_soundChannelSlide != -1 ) // glisse ?
+ if ( m_soundChannelSlide != -1 ) // slides?
{
m_sound->FlushEnvelope(m_soundChannelSlide);
m_sound->AddEnvelope(m_soundChannelSlide, 0.0f, 1.0f, 0.3f, SOPER_STOP);
@@ -2283,7 +2283,7 @@ void CPhysics::SoundReactorStop(float rTime, ObjectType type) }
-// Adapte la physique de l'objet en fonction du terrain.
+// Adapts the physics of the object based on the ground.
void CPhysics::FloorAdapt(float aTime, float rTime,
D3DVECTOR &pos, D3DVECTOR &angle)
@@ -2302,7 +2302,7 @@ void CPhysics::FloorAdapt(float aTime, float rTime, bOldSwim = m_bSwim;
SetSwim( pos.y < level );
- m_floorLevel = m_terrain->RetFloorLevel(pos); // hauteur au-dessus du sol
+ m_floorLevel = m_terrain->RetFloorLevel(pos); // height above the ground
h = pos.y-m_floorLevel;
h -= character->height;
m_floorHeight = h;
@@ -2313,24 +2313,24 @@ void CPhysics::FloorAdapt(float aTime, float rTime, if ( m_type == TYPE_ROLLING )
{
- pos.y -= h; // plaque immédiatement au sol
+ pos.y -= h; // plate to the ground immediately
pos.y += character->height;
m_floorHeight = 0.0f;
}
if ( m_type == TYPE_FLYING )
{
- bSlopingTerrain = FALSE; // terrain possible pour atterrir
+ bSlopingTerrain = FALSE; // ground as possible to land
- if ( !m_bLand ) // en vol ?
+ if ( !m_bLand ) // in flight?
{
m_terrain->GetNormal(norm, pos);
a1 = Abs(RotateAngle(Length(norm.x, norm.z), norm.y));
- if ( a1 < (90.0f-55.0f)*PI/180.0f ) // pente dépasse 55 degrés ?
+ if ( a1 < (90.0f-55.0f)*PI/180.0f ) // slope exceeds 55 degrees?
{
- bSlopingTerrain = TRUE; // terrain très pentu
+ bSlopingTerrain = TRUE; // very sloped ground
- if ( h < 4.0f ) // choc avec le terrain ?
+ if ( h < 4.0f ) // collision with the ground?
{
force = 5.0f+Abs(m_linMotion.realSpeed.x*0.3f)+
Abs(m_linMotion.realSpeed.y*0.3f);
@@ -2348,23 +2348,23 @@ void CPhysics::FloorAdapt(float aTime, float rTime, m_soundTimeBoum = aTime;
}
-//? pos = m_object->RetPosition(0); // remet pos avant collision
+//? pos = m_object->RetPosition(0); // gives position before collision
}
}
}
- if ( (h <= 0.0f || m_bLand) && !bSlopingTerrain ) // au sol ?
+ if ( (h <= 0.0f || m_bLand) && !bSlopingTerrain ) // on the ground?
{
- if ( !m_bLand ) // en vol ?
+ if ( !m_bLand ) // in flight?
{
volume = Abs(m_linMotion.realSpeed.y*0.02f);
freq = 0.5f+m_terrain->RetHardness(pos)*2.5f;
m_sound->Play(SOUND_BOUM, pos, volume, freq);
}
- m_bLand = TRUE; // au sol
+ m_bLand = TRUE; // on the ground?
SetMotor(FALSE);
- pos.y -= h; // plaque immédiatement au sol
+ pos.y -= h; // plate to the ground immediately
m_floorHeight = 0.0f;
if ( h < 0.0f )
@@ -2373,29 +2373,29 @@ void CPhysics::FloorAdapt(float aTime, float rTime, CrashParticule(f);
}
m_linMotion.currentSpeed.y = 0.0f;
- m_inclinaisonFactor = 1.0f/LANDING_SPEED; // glisse un peu au sol
+ m_inclinaisonFactor = 1.0f/LANDING_SPEED; // slips a little to the ground
m_linVibrationFactor = 0.0f;
m_cirVibrationFactor = 0.0f;
if ( type == OBJECT_HUMAN ||
- type == OBJECT_TECH ) return; // toujours droit
+ type == OBJECT_TECH ) return; // always right
}
- if ( h > 4.0f || bSlopingTerrain ) // très au-dessus du sol ?
+ if ( h > 4.0f || bSlopingTerrain ) // meters above the ground?
{
if ( m_bSwim )
{
- m_linVibrationFactor = 1.0f; // vibre un max
+ m_linVibrationFactor = 1.0f; // vibrates a max
m_cirVibrationFactor = 1.0f;
}
else
{
- m_linVibrationFactor = 2.0f; // vibre un gros max
+ m_linVibrationFactor = 2.0f; // vibrates a large max
m_cirVibrationFactor = 2.0f;
}
m_inclinaisonFactor = 1.0f;
- // Remet gentiment à l'horizontale.
+ // Gives gently the horizontal.
if ( angle.x > 0.0f )
{
angle.x -= rTime*0.5f;
@@ -2420,7 +2420,7 @@ void CPhysics::FloorAdapt(float aTime, float rTime, }
}
- if ( m_floorHeight == 0.0f ) // plaqué au sol ?
+ if ( m_floorHeight == 0.0f ) // ground plate?
{
if ( m_object->RetTraceDown() )
{
@@ -2434,11 +2434,11 @@ void CPhysics::FloorAdapt(float aTime, float rTime, if ( type == OBJECT_HUMAN ||
type == OBJECT_TECH ||
- type == OBJECT_WORM ) return; // toujours droit
+ type == OBJECT_WORM ) return; // always right
- FloorAngle(pos, angle); // adapte l'angle au terrain
+ FloorAngle(pos, angle); // adjusts the angle at the ground
- if ( m_type == TYPE_FLYING && !m_bLand ) // volant en l'air ?
+ if ( m_type == TYPE_FLYING && !m_bLand ) // flying in the air?
{
f = h/1.0f;
if ( f < 0.0f ) f = 0.0f;
@@ -2455,7 +2455,7 @@ void CPhysics::FloorAdapt(float aTime, float rTime, }
}
-// Calcule l'angle d'un objet avec le terrain.
+// Calculates the angle of an object with the field.
void CPhysics::FloorAngle(const D3DVECTOR &pos, D3DVECTOR &angle)
{
@@ -2491,10 +2491,10 @@ void CPhysics::FloorAngle(const D3DVECTOR &pos, D3DVECTOR &angle) }
-// Adapte la physique de l'objet en fonction des autres objets.
-// Retourne 0 -> objet mobile
-// Retourne 1 -> objet immobile (à cause collision)
-// Retourne 2 -> objet détruit
+// Adapts the physics of the object in relation to other objects.
+// Returns 0 -> mobile object
+// Returns 1 -> immobile object (because collision)
+// Returns 2 -> destroyed object
int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle)
{
@@ -2508,11 +2508,11 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) int i, j, colType;
ObjectType iType, oType;
- if ( m_object->RetRuin() ) return 0; // brûle ou explose ?
+ if ( m_object->RetRuin() ) return 0; // is burning or exploding?
if ( !m_object->RetClip() ) return 0;
- // iiPos = centre sphère à l'ancienne position.
- // iPos = centre sphère à la nouvelle position.
+ // iiPos = sphere center is the old position.
+ // iPos = sphere center has the new position.
m_object->GetCrashSphere(0, iiPos, iRad);
iPos = iiPos + (pos - m_object->RetPosition(0));
iType = m_object->RetType();
@@ -2522,11 +2522,11 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) pObj = (CObject*)m_iMan->SearchInstance(CLASS_OBJECT, i);
if ( pObj == 0 ) break;
- if ( pObj == m_object ) continue; // soi-même ?
- if ( pObj->RetTruck() != 0 ) continue; // objet transporté ?
- if ( !pObj->RetEnable() ) continue; // inactif ?
- if ( pObj->RetRuin() ) continue; // brûle ou explose ?
- if ( pObj->RetDead() ) continue; // homme mort ?
+ if ( pObj == m_object ) continue; // yourself?
+ if ( pObj->RetTruck() != 0 ) continue; // object transported?
+ if ( !pObj->RetEnable() ) continue; // inactive?
+ if ( pObj->RetRuin() ) continue; // is burning or exploding?
+ if ( pObj->RetDead() ) continue; // dead man?
oType = pObj->RetType();
if ( oType == OBJECT_NULL ) continue;
@@ -2551,7 +2551,7 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) iType == OBJECT_ANT ||
iType == OBJECT_SPIDER ||
iType == OBJECT_WORM ||
- iType == OBJECT_BEE ) // insecte ?
+ iType == OBJECT_BEE ) // insect?
{
if ( oType == OBJECT_STONE ||
oType == OBJECT_URANIUM ||
@@ -2572,12 +2572,12 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) #if _TEEN
if ( oType == OBJECT_WAYPOINT &&
pObj->RetEnable() &&
- !m_object->RetResetBusy() ) // véhicule d'entraînement ?
+ !m_object->RetResetBusy() ) // driving vehicle?
#else
if ( oType == OBJECT_WAYPOINT &&
pObj->RetEnable() &&
!m_object->RetResetBusy() &&
- m_object->RetTrainer() ) // véhicule d'entraînement ?
+ m_object->RetTrainer() ) // driving vehicle?
#endif
{
oPos = pObj->RetPosition(0);
@@ -2612,10 +2612,10 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) if ( iType == OBJECT_WORM && oRad <= 1.2f ) continue;
distance = Length(oPos, iPos);
- if ( distance < iRad+oRad ) // collision ?
+ if ( distance < iRad+oRad ) // collision?
{
distance = Length(oPos, iiPos);
- if ( distance >= iRad+oRad ) // voir (*)
+ if ( distance >= iRad+oRad ) // view (*)
{
m_bCollision = TRUE;
m_bObstacle = TRUE;
@@ -2627,8 +2627,8 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) force *= pObj->RetCrashSphereHardness(j-1)*2.0f;
if ( ExploOther(iType, pObj, oType, force) ) continue;
colType = ExploHimself(iType, oType, force);
- if ( colType == 2 ) return 2; // détruit ?
- if ( colType == 0 ) continue; // passe outre ?
+ if ( colType == 2 ) return 2; // destroyed?
+ if ( colType == 0 ) continue; // ignores?
}
force = Length(m_linMotion.realSpeed);
@@ -2689,14 +2689,12 @@ int CPhysics::ObjectAdapt(const D3DVECTOR &pos, const D3DVECTOR &angle) return 0;
}
-// (*) En cas de collision à la position initiale (iiPos) et à la
-// nouvelle position (iPos), l'obstacle est ignoré. On peut
-// donc passer à travers. Ceci est nécessaire lorsqu'un obstacle
-// se retrouve "dans" un véhicule, pour ne pas le bloquer
-// définitivement !
+// (*) Collision has the initial position (iiPos) and the new position (iPos),
+// the obstacle is not known. We can therefore pass through.
+// This is necessary when barriers found "in" a vehicle, not to block it definitely!
-// Bouscule un objet.
+// Shakes an object.
BOOL CPhysics::JostleObject(CObject* pObj, D3DVECTOR iPos, float iRad,
D3DVECTOR oPos, float oRad)
@@ -2708,7 +2706,7 @@ BOOL CPhysics::JostleObject(CObject* pObj, D3DVECTOR iPos, float iRad, if ( distance >= iRad+oRad ) return FALSE;
d = (iRad+oRad)/2.0f;
- f = (distance-d)/d; // 0=loin, 1=proche
+ f = (distance-d)/d; // 0 = off, 1 = near
if ( f < 0.0f ) f = 0.0f;
if ( f > 1.0f ) f = 1.0f;
@@ -2726,7 +2724,7 @@ BOOL CPhysics::JostleObject(CObject* pObj, D3DVECTOR iPos, float iRad, return pObj->JostleObject(force);
}
-// Bouscule forcément un objet.
+// Shakes forcing an object.
BOOL CPhysics::JostleObject(CObject* pObj, float force)
{
@@ -2745,8 +2743,8 @@ BOOL CPhysics::JostleObject(CObject* pObj, float force) return pObj->JostleObject(force);
}
-// Action de l'explosion sur l'objet tamponné.
-// Retourne TRUE s'il faut ignorer cet obstacle.
+// Effects of the explosion on the object buffers.
+// Returns TRUE if we ignore this obstacle.
BOOL CPhysics::ExploOther(ObjectType iType,
CObject *pObj, ObjectType oType, float force)
@@ -2755,14 +2753,14 @@ BOOL CPhysics::ExploOther(ObjectType iType, if ( !pObj->RetEnable() ) return TRUE;
- JostleObject(pObj, 1.0f); // bouscule l'objet
+ JostleObject(pObj, 1.0f); // shakes the object
if ( force > 50.0f &&
(oType == OBJECT_FRET ||
oType == OBJECT_METAL ) )
{
pyro = new CPyro(m_iMan);
- pyro->Create(PT_EXPLOT, pObj); // destruction totale
+ pyro->Create(PT_EXPLOT, pObj); // total destruction
}
if ( force > 50.0f &&
@@ -2770,7 +2768,7 @@ BOOL CPhysics::ExploOther(ObjectType iType, oType == OBJECT_ATOMIC ) )
{
pyro = new CPyro(m_iMan);
- pyro->Create(PT_FRAGT, pObj); // destruction totale
+ pyro->Create(PT_FRAGT, pObj); // total destruction
}
if ( force > 25.0f &&
@@ -2778,7 +2776,7 @@ BOOL CPhysics::ExploOther(ObjectType iType, oType == OBJECT_URANIUM ) )
{
pyro = new CPyro(m_iMan);
- pyro->Create(PT_FRAGT, pObj); // destruction totale
+ pyro->Create(PT_FRAGT, pObj); // total destruction
}
if ( force > 25.0f &&
@@ -2797,7 +2795,7 @@ BOOL CPhysics::ExploOther(ObjectType iType, oType == OBJECT_NUCLEAR ||
oType == OBJECT_PARA ||
oType == OBJECT_SAFE ||
- oType == OBJECT_HUSTON ) ) // bâtiment ?
+ oType == OBJECT_HUSTON ) ) // building?
{
pObj->ExploObject(EXPLO_BOUM, force/400.0f);
}
@@ -2829,7 +2827,7 @@ BOOL CPhysics::ExploOther(ObjectType iType, oType == OBJECT_MOBILEft ||
oType == OBJECT_MOBILEit ||
oType == OBJECT_MOBILEdr ||
- oType == OBJECT_APOLLO2 ) ) // véhicule ?
+ oType == OBJECT_APOLLO2 ) ) // vehicle?
{
pObj->ExploObject(EXPLO_BOUM, force/200.0f);
}
@@ -2839,23 +2837,23 @@ BOOL CPhysics::ExploOther(ObjectType iType, oType == OBJECT_TNT ) )
{
pyro = new CPyro(m_iMan);
- pyro->Create(PT_FRAGT, pObj); // destruction totale
+ pyro->Create(PT_FRAGT, pObj); // total destruction
}
if ( force > 0.0f &&
oType == OBJECT_BOMB )
{
pyro = new CPyro(m_iMan);
- pyro->Create(PT_FRAGT, pObj); // destruction totale
+ pyro->Create(PT_FRAGT, pObj); // total destruction
}
return FALSE;
}
-// Action de l'explosion sur l'objet lui-même.
-// Retourne 0 -> objet mobile
-// Retourne 1 -> objet immobile
-// Retourne 2 -> objet détruit
+// Effects of the explosion on the object itself.
+// Returns 0 -> mobile object
+// Returns 1 -> immobile object
+// Returns 2 -> object destroyed
int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force)
{
@@ -2869,7 +2867,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) if ( iType == OBJECT_HUMAN ) type = PT_DEADG;
else type = PT_EXPLOT;
pyro = new CPyro(m_iMan);
- pyro->Create(type, m_object); // destruction totale
+ pyro->Create(type, m_object); // total destruction
return 2;
}
@@ -2891,7 +2889,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) type = PT_EXPLOT;
}
pyro = new CPyro(m_iMan);
- pyro->Create(type, m_object); // destruction totale
+ pyro->Create(type, m_object); // total destruction
return 2;
}
@@ -2923,7 +2921,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) iType == OBJECT_MOBILEft ||
iType == OBJECT_MOBILEit ||
iType == OBJECT_MOBILEdr ||
- iType == OBJECT_APOLLO2 ) ) // véhicule ?
+ iType == OBJECT_APOLLO2 ) ) // vehicle?
{
if ( oType == OBJECT_DERRICK ||
oType == OBJECT_FACTORY ||
@@ -2940,7 +2938,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) oType == OBJECT_NUCLEAR ||
oType == OBJECT_PARA ||
oType == OBJECT_SAFE ||
- oType == OBJECT_HUSTON ) // bâtiment ?
+ oType == OBJECT_HUSTON ) // building?
{
force /= 200.0f;
}
@@ -2949,7 +2947,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) oType == OBJECT_ANT ||
oType == OBJECT_SPIDER ||
oType == OBJECT_BEE ||
- oType == OBJECT_WORM ) // insecte ?
+ oType == OBJECT_WORM ) // insect?
{
force /= 400.0f;
}
@@ -2980,7 +2978,7 @@ int CPhysics::ExploHimself(ObjectType iType, ObjectType oType, float force) -// Fait évoluer les particules.
+// Makes the particles evolve.
void CPhysics::FrameParticule(float aTime, float rTime)
{
@@ -3003,7 +3001,7 @@ void CPhysics::FrameParticule(float aTime, float rTime) energy = power->RetEnergy();
}
- if ( energy != m_lastEnergy ) // changement du niveau d'énergie ?
+ if ( energy != m_lastEnergy ) // changement du niveau d'�nergie ?
{
if ( energy > m_lastEnergy ) // recharge ?
{
@@ -3042,7 +3040,7 @@ void CPhysics::FrameParticule(float aTime, float rTime) }
}
-// Génère qq particules suite à une recharge.
+// G�n�re qq particules suite � une recharge.
void CPhysics::PowerParticule(float factor, BOOL bBreak)
{
@@ -3084,7 +3082,7 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak) if ( bCarryPower ) // porte une batterie ?
{
- pos = D3DVECTOR(3.0f, 5.6f, 0.0f); // position batterie portée
+ pos = D3DVECTOR(3.0f, 5.6f, 0.0f); // position batterie port�e
pos = Transform(*mat, pos);
speed.x = (Rand()-0.5f)*12.0f;
@@ -3102,7 +3100,7 @@ void CPhysics::PowerParticule(float factor, BOOL bBreak) }
}
-// Génère qq particules suite à une chute.
+// G�n�re qq particules suite � une chute.
// crash: 0=super soft, 1=big crash
void CPhysics::CrashParticule(float crash)
@@ -3136,7 +3134,7 @@ void CPhysics::CrashParticule(float crash) }
}
-// Génère qq particules de gaz d'échappement.
+// G�n�re qq particules de gaz d'�chappement.
void CPhysics::MotorParticule(float aTime, float rTime)
{
@@ -3199,7 +3197,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) }
else // hors de l'eau ?
{
- m_absorbWater -= rTime*(1.0f/3.0f); // se sèche
+ m_absorbWater -= rTime*(1.0f/3.0f); // se s�che
if ( m_absorbWater < 0.0f ) m_absorbWater = 0.0f;
}
@@ -3238,7 +3236,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) h = Max(Abs(m_linMotion.terrainSpeed.x),
Abs(m_linMotion.terrainSpeed.z));
if ( h > m_linMotion.terrainSlide.x+0.5f &&
- m_linMotion.motorSpeed.x == 0.0f ) // glisse à l'arrêt ?
+ m_linMotion.motorSpeed.x == 0.0f ) // glisse � l'arr�t ?
{
m_lastSlideParticule = aTime;
@@ -3317,7 +3315,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) {
if ( m_reactorTemperature > 0.0f )
{
- m_reactorTemperature -= rTime*(1.0f/10.0f); // ça refroidi
+ m_reactorTemperature -= rTime*(1.0f/10.0f); // �a refroidi
if ( m_reactorTemperature < 0.0f )
{
m_reactorTemperature = 0.0f;
@@ -3347,7 +3345,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) if ( m_reactorTemperature < 1.0f ) // pas trop chaud ?
{
- m_reactorTemperature += rTime*(1.0f/4.0f); // ça chauffe
+ m_reactorTemperature += rTime*(1.0f/4.0f); // �a chauffe
if ( m_reactorTemperature > 1.0f )
{
m_reactorTemperature = 1.0f; // mais pas trop
@@ -3415,7 +3413,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) if ( (type == OBJECT_HUMAN || type == OBJECT_TECH) && m_bSwim )
{
- m_reactorTemperature = 0.0f; // réacteur froid
+ m_reactorTemperature = 0.0f; // r�acteur froid
}
if ( m_type == TYPE_FLYING &&
@@ -3425,7 +3423,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) {
if ( m_bLand ) // au sol ?
{
- if ( m_motorSpeed.x == 0.0f && // glisse à cause pente terrain ?
+ if ( m_motorSpeed.x == 0.0f && // glisse � cause pente terrain ?
m_cirMotion.realSpeed.y == 0.0f )
{
h = Max(Abs(m_linMotion.realSpeed.x),
@@ -3450,7 +3448,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) dim.y = dim.x;
m_particule->CreateParticule(pos, speed, dim, PARTICRASH, 2.0f);
}
- else // glisse avec petits réacteurs dans patins ?
+ else // glisse avec petits r�acteurs dans patins ?
{
if ( m_linMotion.realSpeed.x == 0.0f &&
m_cirMotion.realSpeed.y == 0.0f ) return;
@@ -3593,7 +3591,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) if ( m_type == TYPE_ROLLING )
{
- if ( type == OBJECT_APOLLO2 ) return; // moteurs électriques !
+ if ( type == OBJECT_APOLLO2 ) return; // moteurs �lectriques !
if ( type == OBJECT_MOBILErt ||
type == OBJECT_MOBILErc ||
@@ -3657,7 +3655,7 @@ void CPhysics::MotorParticule(float aTime, float rTime) }
}
-// Génère qq particules suite à une chute dans l'eau.
+// G�n�re qq particules suite � une chute dans l'eau.
void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type,
float floor, float advance, float turn)
@@ -3705,7 +3703,7 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type, pos = m_object->RetPosition(0);
pos.y = m_water->RetLevel()-1.0f;
dim.x = 2.0f*force; // hauteur
- dim.y = diam; // diamètre
+ dim.y = diam; // diam�tre
m_particule->CreateParticule(pos, D3DVECTOR(0.0f, 0.0f, 0.0f), dim, PARTIPLOUF0, 1.4f, 0.0f, 0.0f);
force = (0.5f+force*0.5f);
@@ -3773,7 +3771,7 @@ void CPhysics::WaterParticule(float aTime, D3DVECTOR pos, ObjectType type, m_particule->CreateParticule(pos, speed, dim, PARTIFLIC, 3.0f, 0.0f, 0.0f);
}
-// Crée la trace sous le robot.
+// Cr�e la trace sous le robot.
void CPhysics::WheelParticule(int color, float width)
{
@@ -3791,7 +3789,7 @@ void CPhysics::WheelParticule(int color, float width) {
parti = (ParticuleType)(PARTITRACE0+color);
step = 2.0f;
- if ( color >= 16 ) step = 4.0f; // flèche ?
+ if ( color >= 16 ) step = 4.0f; // fl�che ?
step /= m_engine->RetTracePrecision();
goal1.x = step/2.0f;
@@ -3838,7 +3836,7 @@ void CPhysics::WheelParticule(int color, float width) }
-// Crée l'interface.
+// Cr�e l'interface.
void CPhysics::CreateInterface(BOOL bSelect)
{
@@ -3849,7 +3847,7 @@ void CPhysics::CreateInterface(BOOL bSelect) }
-// Retourne une erreur liée à l'état général.
+// Retourne une erreur li�e � l'�tat g�n�ral.
Error CPhysics::RetError()
{
@@ -3872,7 +3870,7 @@ Error CPhysics::RetError() return ERR_VEH_VIRUS;
}
- power = m_object->RetPower(); // cherche l'objet pile utilisé
+ power = m_object->RetPower(); // cherche l'objet pile utilis�
if ( power == 0 )
{
return ERR_VEH_POWER;
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