Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorCampbell Barton <ideasman42@gmail.com>2012-03-09 22:28:30 +0400
committerCampbell Barton <ideasman42@gmail.com>2012-03-09 22:28:30 +0400
commit89a963fb7fdff543b77de790355b9dac3019bd33 (patch)
tree4e1d2245e20f8c21625e99d771776f66c233a0de /source/gameengine/Ketsji/KX_Dome.cpp
parentde4bd55e01bc574c13977537ace1a0901dcfcaf0 (diff)
style cleanup: comment blocks
Diffstat (limited to 'source/gameengine/Ketsji/KX_Dome.cpp')
-rw-r--r--source/gameengine/Ketsji/KX_Dome.cpp204
1 files changed, 102 insertions, 102 deletions
diff --git a/source/gameengine/Ketsji/KX_Dome.cpp b/source/gameengine/Ketsji/KX_Dome.cpp
index 6bd30685696..6e989dd4d7d 100644
--- a/source/gameengine/Ketsji/KX_Dome.cpp
+++ b/source/gameengine/Ketsji/KX_Dome.cpp
@@ -1,26 +1,26 @@
/*
------------------------------------------------------------------------------
-
-This program is free software; you can redistribute it and/or modify it under
-the terms of the GNU Lesser General Public License as published by the Free Software
-Foundation; either version 2 of the License, or (at your option) any later
-version.
-
-This program is distributed in the hope that it will be useful, but WITHOUT
-ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
-FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
-
-You should have received a copy of the GNU Lesser General Public License along with
-this program; if not, write to the Free Software Foundation, Inc., 59 Temple
-Place - Suite 330, Boston, MA 02111-1307, USA, or go to
-http://www.gnu.org/copyleft/lesser.txt.
-
-Contributor(s): Dalai Felinto
-
-This code is originally inspired on some of the ideas and codes from Paul Bourke.
-Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
------------------------------------------------------------------------------
-*/
+ * -----------------------------------------------------------------------------
+ *
+ * This program is free software; you can redistribute it and/or modify it under
+ * the terms of the GNU Lesser General Public License as published by the Free Software
+ * Foundation; either version 2 of the License, or (at your option) any later
+ * version.
+ *
+ * This program is distributed in the hope that it will be useful, but WITHOUT
+ * ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS
+ * FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public License along with
+ * this program; if not, write to the Free Software Foundation, Inc., 59 Temple
+ * Place - Suite 330, Boston, MA 02111-1307, USA, or go to
+ * http://www.gnu.org/copyleft/lesser.txt.
+ *
+ * Contributor(s): Dalai Felinto
+ *
+ * This code is originally inspired on some of the ideas and codes from Paul Bourke.
+ * Developed as part of a Research and Development project for SAT - La Société des arts technologiques.
+ * -----------------------------------------------------------------------------
+ */
/** \file gameengine/Ketsji/KX_Dome.cpp
* \ingroup ketsji
@@ -218,20 +218,20 @@ void KX_Dome::CreateGLImages(void)
void KX_Dome::ClearGLImages(void)
{
glDeleteTextures(m_numimages, (GLuint*)&domefacesId);
-/*
+#if 0
for (int i=0;i<m_numimages;i++)
if(glIsTexture(domefacesId[i]))
glDeleteTextures(1, (GLuint*)&domefacesId[i]);
-*/
+#endif
}
void KX_Dome::CalculateImageSize(void)
{
-/*
-- determine the minimum buffer size
-- reduce the buffer for better performace
-- create a power of 2 texture bigger than the buffer
-*/
+ /*
+ * - determine the minimum buffer size
+ * - reduce the buffer for better performace
+ * - create a power of 2 texture bigger than the buffer
+ */
canvaswidth = m_canvas->GetWidth();
canvasheight = m_canvas->GetHeight();
@@ -453,28 +453,28 @@ void KX_Dome::GLDrawWarpQuads(void)
bool KX_Dome::ParseWarpMesh(STR_String text)
{
-/*
-//Notes about the supported data format:
-File example::
- mode
- width height
- n0_x n0_y n0_u n0_v n0_i
- n1_x n1_y n1_u n1_v n1_i
- n2_x n1_y n2_u n2_v n2_i
- n3_x n3_y n3_u n3_v n3_i
- (...)
-First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
-Tthe next line has the mesh dimensions
-Rest of the lines are the nodes of the mesh. Each line has x y u v i
- (x,y) are the normalised screen coordinates
- (u,v) texture coordinates
- i a multiplicative intensity factor
-
-x varies from -screen aspect to screen aspect
-y varies from -1 to 1
-u and v vary from 0 to 1
-i ranges from 0 to 1, if negative don't draw that mesh node
-*/
+ /*
+ * //Notes about the supported data format:
+ * File example::
+ * mode
+ * width height
+ * n0_x n0_y n0_u n0_v n0_i
+ * n1_x n1_y n1_u n1_v n1_i
+ * n2_x n1_y n2_u n2_v n2_i
+ * n3_x n3_y n3_u n3_v n3_i
+ * (...)
+ * First line is the image type the mesh is support to be applied to: 2 = fisheye, 1=radial
+ * Tthe next line has the mesh dimensions
+ * Rest of the lines are the nodes of the mesh. Each line has x y u v i
+ * (x,y) are the normalised screen coordinates
+ * (u,v) texture coordinates
+ * i a multiplicative intensity factor
+ *
+ * x varies from -screen aspect to screen aspect
+ * y varies from -1 to 1
+ * u and v vary from 0 to 1
+ * i ranges from 0 to 1, if negative don't draw that mesh node
+ */
int i;
int nodeX=0, nodeY=0;
@@ -532,16 +532,16 @@ i ranges from 0 to 1, if negative don't draw that mesh node
void KX_Dome::CreateMeshDome180(void)
{
-/*
-1)- Define the faces of half of a cube
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of half of a cube
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -711,16 +711,16 @@ void KX_Dome::CreateMeshDome180(void)
void KX_Dome::CreateMeshDome250(void)
{
-/*
-1)- Define the faces of a cube without the back face
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts
-4) Flatten onto xz plane
- - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
-*/
+ /*
+ * 1)- Define the faces of a cube without the back face
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts
+ * 4) Flatten onto xz plane
+ * - transform it onto an equidistant spherical projection techniques to transform the sphere onto a dome image
+ */
int i,j;
float uv_height, uv_base;
@@ -730,20 +730,20 @@ void KX_Dome::CreateMeshDome250(void)
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
m_radangle = m_angle * M_PI/180.0;//calculates the radians angle, used for flattening
-/*
-verts_height is the exactly needed height of the cube faces (not always 1.0).
-When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
-Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
-(if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
-
-So I came out with this formula:
-verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
-
-Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
-Therefore we have the length in radians of the dome/sphere over the horizon.
-Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
-Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
-*/
+ /*
+ * verts_height is the exactly needed height of the cube faces (not always 1.0).
+ * When we want some horizontal information (e.g. for horizontal 220deg domes) we don't need to create and tesselate the whole cube.
+ * Therefore the lateral cube faces could be small, and the tesselate mesh would be completely used.
+ * (if we always worked with verts_height = 1.0, we would be discarding a lot of the calculated and tesselated geometry).
+ *
+ * So I came out with this formula:
+ * verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
+ *
+ * Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
+ * Therefore we have the length in radians of the dome/sphere over the horizon.
+ * Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
+ * Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
+ */
verts_height = tan((rad_ang/2) - (MT_PI/2))*M_SQRT2;
uv_height = uv_ratio * ((verts_height/2) + 0.5);
@@ -995,16 +995,16 @@ Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on t
void KX_Dome::CreateMeshPanorama(void)
{
-/*
-1)- Define the faces of a cube without the top and bottom faces
- - each face is made out of 2 triangles
-2) Subdivide the faces
- - more resolution == more curved lines
-3) Spherize the cube
- - normalize the verts t
-4) Flatten onto xz plane
- - use spherical projection techniques to transform the sphere onto a flat panorama
-*/
+ /*
+ * 1)- Define the faces of a cube without the top and bottom faces
+ * - each face is made out of 2 triangles
+ * 2) Subdivide the faces
+ * - more resolution == more curved lines
+ * 3) Spherize the cube
+ * - normalize the verts t
+ * 4) Flatten onto xz plane
+ * - use spherical projection techniques to transform the sphere onto a flat panorama
+ */
int i,j;
float uv_ratio = (float)(m_buffersize-1) / m_imagesize;
@@ -1432,10 +1432,10 @@ void KX_Dome::SplitFace(vector <DomeFace>& face, int *nfaces)
void KX_Dome::CalculateFrustum(KX_Camera * cam)
{
- /*
+#if 0
// manually creating a 90deg Field of View Frustum
- the original formula:
+ // the original formula:
top = tan(fov*3.14159/360.0) * near [for fov in degrees]
fov*0.5 = arctan ((top-bottom)*0.5 / near) [for fov in radians]
bottom = -top
@@ -1446,7 +1446,7 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(90.0,1.0,cam->GetCameraNear(),cam->GetCameraFar());
- */
+#endif
RAS_FrameFrustum m_frustrum; //90 deg. Frustum
@@ -1469,10 +1469,10 @@ void KX_Dome::CalculateFrustum(KX_Camera * cam)
void KX_Dome::CalculateCameraOrientation()
{
/*
-Uses 4 cameras for angles up to 180deg
-Uses 5 cameras for angles up to 250deg
-Uses 6 cameras for angles up to 360deg
-*/
+ * Uses 4 cameras for angles up to 180deg
+ * Uses 5 cameras for angles up to 250deg
+ * Uses 6 cameras for angles up to 360deg
+ */
int i;
float deg45 = MT_PI / 4;
MT_Scalar c = cos(deg45);