Comments translated from French to English.
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93537652b3
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src/d3dengine.h
146
src/d3dengine.h
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@ -12,7 +12,9 @@
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// * GNU General Public License for more details.
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// * GNU General Public License for more details.
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// *
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// *
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// * You should have received a copy of the GNU General Public License
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// * You should have received a copy of the GNU General Public License
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// * along with this program. If not, see http://www.gnu.org/licenses/.// D3DEngine.h
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// * along with this program. If not, see http://www.gnu.org/licenses/.
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// D3DEngine.h
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#ifndef _D3DENGINE_H_
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#ifndef _D3DENGINE_H_
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#define _D3DENGINE_H_
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#define _D3DENGINE_H_
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@ -41,13 +43,13 @@ class CTerrain;
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enum D3DTypeObj
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enum D3DTypeObj
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{
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{
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TYPENULL = 0, // object inexistant
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TYPENULL = 0, // object doesn't exist
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TYPETERRAIN = 1, // terrain
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TYPETERRAIN = 1, // terrain
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TYPEFIX = 2, // objet fixe
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TYPEFIX = 2, // fixed object
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TYPEVEHICULE = 3, // objet mobile
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TYPEVEHICULE = 3, // moving object
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TYPEDESCENDANT = 4, // partie d'un objet mobile
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TYPEDESCENDANT = 4, // part of a moving object
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TYPEQUARTZ = 5, // objet fixe de type quartz
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TYPEQUARTZ = 5, // fixed object type quartz
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TYPEMETAL = 6, // objet fixe de type métalique
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TYPEMETAL = 6, // fixed object type metal
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};
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};
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enum D3DTypeTri
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enum D3DTypeTri
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@ -68,14 +70,14 @@ enum D3DMaping
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enum D3DMouse
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enum D3DMouse
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{
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{
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D3DMOUSEHIDE = 0, // pas de souris
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D3DMOUSEHIDE = 0, // no mouse
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D3DMOUSENORM = 1,
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D3DMOUSENORM = 1,
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D3DMOUSEWAIT = 2,
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D3DMOUSEWAIT = 2,
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D3DMOUSEEDIT = 3,
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D3DMOUSEEDIT = 3,
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D3DMOUSEHAND = 4,
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D3DMOUSEHAND = 4,
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D3DMOUSECROSS = 5,
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D3DMOUSECROSS = 5,
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D3DMOUSESHOW = 6,
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D3DMOUSESHOW = 6,
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D3DMOUSENO = 7,
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D3DMOUSENO = 7,
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D3DMOUSEMOVE = 8, // +
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D3DMOUSEMOVE = 8, // +
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D3DMOUSEMOVEH = 9, // -
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D3DMOUSEMOVEH = 9, // -
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D3DMOUSEMOVEV = 10, // |
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D3DMOUSEMOVEV = 10, // |
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@ -95,25 +97,25 @@ enum D3DShadowType
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};
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};
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#define D3DSTATENORMAL 0 // matériaux opaque normal
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#define D3DSTATENORMAL 0 // normal opaque materials
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#define D3DSTATETTb (1<<0) // transparent selon texture (noir=rien)
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#define D3DSTATETTb (1<<0) // the transparent texture (black = no)
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#define D3DSTATETTw (1<<1) // transparent selon texture (blanc=rien)
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#define D3DSTATETTw (1<<1) // the transparent texture (white = no)
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#define D3DSTATETD (1<<2) // transparent selon couleur diffuse
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#define D3DSTATETD (1<<2) // the transparent diffuse color
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#define D3DSTATEWRAP (1<<3) // texture wrappée
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#define D3DSTATEWRAP (1<<3) // texture wrappe
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#define D3DSTATECLAMP (1<<4) // texture bordée d'une couleur unie
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#define D3DSTATECLAMP (1<<4) // texture borders with solid color
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#define D3DSTATELIGHT (1<<5) // texture lumineuse (ambiance max)
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#define D3DSTATELIGHT (1<<5) // light texture (ambient max)
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#define D3DSTATEDUALb (1<<6) // double texturage noir
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#define D3DSTATEDUALb (1<<6) // double black texturing
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#define D3DSTATEDUALw (1<<7) // double texturage blanc
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#define D3DSTATEDUALw (1<<7) // double white texturing
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#define D3DSTATEPART1 (1<<8) // partie 1 (ne pas changer, dans .MOD !)
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#define D3DSTATEPART1 (1<<8) // part 1 (no change in. MOD!)
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#define D3DSTATEPART2 (1<<9) // partie 2
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#define D3DSTATEPART2 (1<<9) // part 2
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#define D3DSTATEPART3 (1<<10) // partie 3
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#define D3DSTATEPART3 (1<<10) // part 3
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#define D3DSTATEPART4 (1<<11) // partie 4
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#define D3DSTATEPART4 (1<<11) // part 4
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#define D3DSTATE2FACE (1<<12) // mode double-face
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#define D3DSTATE2FACE (1<<12) // double-sided face
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#define D3DSTATEALPHA (1<<13) // image avec canal alpha
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#define D3DSTATEALPHA (1<<13) // image using alpha channel
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#define D3DSTATESECOND (1<<14) // utilise tjrs 2ème étage de texturage
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#define D3DSTATESECOND (1<<14) // always use 2nd floor texturing
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#define D3DSTATEFOG (1<<15) // force le brouillard
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#define D3DSTATEFOG (1<<15) // causes the fog
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#define D3DSTATETCb (1<<16) // transparent selon couleur (noir=rien)
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#define D3DSTATETCb (1<<16) // the transparent color (black = no)
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#define D3DSTATETCw (1<<17) // transparent selon couleur (blanc=rien)
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#define D3DSTATETCw (1<<17) // the transparent color (white = no)
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typedef struct
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typedef struct
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@ -186,65 +188,65 @@ D3DObjLevel1;
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typedef struct
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typedef struct
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{
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{
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char bUsed; // TRUE -> objet existe
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char bUsed; // TRUE -> object exists
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char bVisible; // TRUE -> objet visible
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char bVisible; // TRUE -> visible object
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char bDrawWorld; // TRUE -> dessine derrière l'interface
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char bDrawWorld; // TRUE -> shape behind the interface
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char bDrawFront; // TRUE -> dessine devant l'interface
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char bDrawFront; // TRUE -> shape before the interface
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int totalTriangle; // nb de triangles utilisés
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int totalTriangle; // number of triangles used
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D3DTypeObj type; // type de l'objet (TYPE*)
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D3DTypeObj type; // type of the object (TYPE*)
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D3DMATRIX transform; // matrice de transformation
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D3DMATRIX transform; // transformation matrix
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float distance; // distance point de vue - origine
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float distance; // distance point of view - original
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D3DVECTOR bboxMin; // bounding box de l'objet
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D3DVECTOR bboxMin; // bounding box of the object
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D3DVECTOR bboxMax; // (l'origine 0;0;0 est tjrs incluse)
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D3DVECTOR bboxMax; // (the origin 0, 0, 0 is always included)
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float radius; // rayon de la sphère à l'origine
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float radius; // radius of the sphere at the origin
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int shadowRank; // rang de l'ombre associée
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int shadowRank; // rank of the associated shadow
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float transparency; // transparence de l'objet (0..1)
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float transparency; // transparency of the object (0 .. 1)
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}
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}
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D3DObject;
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D3DObject;
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typedef struct
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typedef struct
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{
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{
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char bUsed; // TRUE -> objet existe
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char bUsed; // TRUE -> object exists
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char bHide; // TRUE -> ombre invisible (objet porté par ex.)
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char bHide; // TRUE -> invisible shadow (object carried by ex.)
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int objRank; // rang de l'objet
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int objRank; // rank of the object
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D3DShadowType type; // type de l'ombre
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D3DShadowType type; // type of shadow
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D3DVECTOR pos; // position pour l'ombre
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D3DVECTOR pos; // position for the shadow
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D3DVECTOR normal; // normale au terrain
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D3DVECTOR normal; // normal terrain
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float angle; // angle de l'ombre
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float angle; // angle of the shadow
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float radius; // rayon de l'ombre
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float radius; // radius of the shadow
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float intensity; // intensité de l'ombre
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float intensity; // intensity of the shadow
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float height; // hauteur depuis le sol
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float height; // height from the ground
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}
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}
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D3DShadow;
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D3DShadow;
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typedef struct
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typedef struct
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{
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{
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char bUsed; // TRUE -> objet existe
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char bUsed; // TRUE -> object exists
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D3DCOLORVALUE color; // couleur de l'ombre
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D3DCOLORVALUE color; // color of the shadow
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float min, max; // altitudes min/max
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float min, max; // altitudes min / max
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float smooth; // zone de transition
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float smooth; // transition area
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D3DVECTOR pos; // position pour l'ombre
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D3DVECTOR pos; // position for the shadow
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float radius; // rayon de l'ombre
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float radius; // radius of the shadow
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D3DVECTOR drawPos; // position pour l'ombre dessinée
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D3DVECTOR drawPos; // drawn to position the shade
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float drawRadius; // rayon de l'ombre dessinée
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float drawRadius; // radius of the shadow drawn
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}
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}
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D3DGroundSpot;
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D3DGroundSpot;
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typedef struct
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typedef struct
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{
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{
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char bUsed; // TRUE -> objet existe
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char bUsed; // TRUE -> object exists
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char bDraw; // TRUE -> marque dessinée
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char bDraw; // TRUE -> drawn mark
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int phase; // 1=croissance, 2=fixe, 3=décroissance
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int phase; // 1 = increase, 2 = fixed, 3 = decrease
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float delay[3]; // délais pour les 3 phases
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float delay[3]; // time for 3 phases
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float fix; // temps fixe
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float fix; // fixed time
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D3DVECTOR pos; // position pour marques
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D3DVECTOR pos; // position for marks
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float radius; // rayon des marques
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float radius; // radius of marks
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float intensity; // intensité couleur
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float intensity; // color intensity
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D3DVECTOR drawPos; // position pour marques dessinées
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D3DVECTOR drawPos; // drawn in position marks
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float drawRadius; // rayon des marques dessinées
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float drawRadius; // radius marks drawn
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float drawIntensity; // intensité dessinée
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float drawIntensity; // current drawn
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int dx, dy; // dimensions table
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int dx, dy; // dimensions table
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char* table; // pointeur à la table
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char* table; // pointer to the table
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}
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}
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D3DGroundMark;
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D3DGroundMark;
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