Changed: #878 Fix typos in comments/code

hg/feature/sound
kervala 15 years ago
parent 6eff3d4d61
commit d955ac8426

@ -51,7 +51,7 @@ public:
public: public:
/// Name of the shape to use. /// Name of the shape to use.
std::string ShapeName; std::string ShapeName;
/// Density== Number of instance to create / m². /// Density== Number of instance to create / m^2.
NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create. NLMISC::CNoiseValue Density; // floor(Density*surface)== nbShape to create.
/// the maximum density computed. if <0, no maximum. -1 by default. /// the maximum density computed. if <0, no maximum. -1 by default.
float MaxDensity; float MaxDensity;

@ -276,7 +276,7 @@ void CTessFace::updateErrorMetric()
ErrorMetric= Size/ sqrdist; ErrorMetric= Size/ sqrdist;
// Hoppe97 formula: k˛= a˛ * ("v-e"˛ - ((v-e).n)˛) / "v-e"^4. // Hoppe97 formula: k^2= a^2 * ("v-e"^2 - ((v-e).n)^2) / "v-e"^4.
//----------------- //-----------------
// Can't do it because geomorph is made on Graphic card, so the simplier is the better. // Can't do it because geomorph is made on Graphic card, so the simplier is the better.

@ -44,7 +44,7 @@ void CQuatPack::pack(const CQuat &quat)
/* /*
This is the most precise/faster compression we can have. Some other tries have been made. This is the most precise/faster compression we can have. Some other tries have been made.
- deducing w from x,y,z is possible with w= 1-sqrt(x˛+y˛+z˛) (with tradeoff of the W sign) - deducing w from x,y,z is possible with w= 1-sqrt(x^2+y^2+z^2) (with tradeoff of the W sign)
but very not precise. but very not precise.
- Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT). - Transform the quaternion to an AxisAngle is possible, but slower (some cos/sin or LUT).
Axis is encoded with sint16, and angle is encoded with uint16. Axis is encoded with sint16, and angle is encoded with uint16.

@ -52,7 +52,7 @@ static const char *WaterVPNoWave =
MUL R3, v[0], c[7]; #compute bump 1 uv's \n\ MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
ADD o[TEX1], R3, c[8]; \n\ ADD o[TEX1], R3, c[8]; \n\
ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\ ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\ DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
MUL R0, R0, R1; \n\ MUL R0, R0, R1; \n\
DP3 R1.x, R0.xyww, R0.xyww; \n\ DP3 R1.x, R0.xyww, R0.xyww; \n\
@ -73,7 +73,7 @@ ADD o[TEX0], R3, c[6]; \n\
MUL R3, v[0], c[7]; #compute bump 1 uv's \n\ MUL R3, v[0], c[7]; #compute bump 1 uv's \n\
ADD o[TEX1], R3, c[8]; \n\ ADD o[TEX1], R3, c[8]; \n\
ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\ ADD R0, c[9], -v[0]; #r1 = eye - vertex \n\
DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)² \n\ DP3 R1, R0, R0; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ RSQ R1, R1.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
MUL R0, R0, R1; \n\ MUL R0, R0, R1; \n\
MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\ MAD o[TEX2], -R0, c[10], c[10]; #envmap tex coord \n\
@ -103,7 +103,7 @@ END";
static const char *WaterVPStartCode = static const char *WaterVPStartCode =
"!!VP1.0\n\ "!!VP1.0\n\
ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\ ADD R1, c[7], -v[0]; #r1 = eye - vertex \n\
DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)² \n\ DP3 R2, R1, R1; #r1 = eye - vertex, r2 = (eye - vertex)^2 \n\
MAX R2, R2, c[16]; # avoid imprecision around 0 \n\ MAX R2, R2, c[16]; # avoid imprecision around 0 \n\
RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\ RSQ R2, R2.x; #r1 = eye - vertex, r2 = 1/d(eye, vertex) \n\
RCP R3, R2.x; \n\ RCP R3, R2.x; \n\

@ -185,7 +185,7 @@ CRational64 CEdgeCollide::testPointMove(const CVector2f &start, const CVector2f
// *************************************************************************** // ***************************************************************************
static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point) static inline float testCirclePoint(const CVector2f &start, const CVector2f &delta, float radius, const CVector2f &point)
{ {
// factors of the qaudratic: at² + bt + c=0 // factors of the qaudratic: at^2 + bt + c=0
float a,b,c; float a,b,c;
float dta; float dta;
float r0, r1, res; float r0, r1, res;
@ -212,7 +212,7 @@ static inline float testCirclePoint(const CVector2f &start, const CVector2f &de
b= 2* (relC.x*relV.x + relC.y*relV.y); b= 2* (relC.x*relV.x + relC.y*relV.y);
c= relC.x*relC.x + relC.y*relC.y - radius*radius; c= relC.x*relC.x + relC.y*relC.y - radius*radius;
// compute delta of the quadratic. // compute delta of the quadratic.
dta= b*b - 4*a*c; // b²-4ac dta= b*b - 4*a*c; // b^2-4ac
if(dta>=0) if(dta>=0)
{ {
dta= (float)sqrt(dta); dta= (float)sqrt(dta);
@ -389,7 +389,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
// compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1]. // compute D1 line equation of q0q1. bx - ay + c(t)=0, where c is function of time [0,1].
// =========================== // ===========================
tmp= q1 - q0; // NB: along time, the direction doesn't change. tmp= q1 - q0; // NB: along time, the direction doesn't change.
// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1]. // Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
tmp/= tmp.sqrnorm(); tmp/= tmp.sqrnorm();
a= tmp.x; a= tmp.x;
b= tmp.y; b= tmp.y;
@ -401,7 +401,7 @@ bool CEdgeCollide::testEdgeMove(const CVector2f &q0, const CVector2f &q1, const
// compute D2 line equation of P0P1. ex - dy + f=0. // compute D2 line equation of P0P1. ex - dy + f=0.
// =========================== // ===========================
tmp= P1 - P0; tmp= P1 - P0;
// Divide by norm()², so that a projection on this edge is true if the proj is in interval [0,1]. // Divide by norm()^2, so that a projection on this edge is true if the proj is in interval [0,1].
tmp/= tmp.sqrnorm(); tmp/= tmp.sqrnorm();
d= tmp.x; d= tmp.x;
e= tmp.y; e= tmp.y;

@ -1525,7 +1525,7 @@ void NLPACS::CGlobalRetriever::testCollisionWithCollisionChains(CCollisionSurfac
nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size()); nlassert(collidedSurface.RetrieverInstanceId < (sint)_Instances.size());
// insert or replace this collision in collisionDescs. // insert or replace this collision in collisionDescs.
// NB: yes this looks like a N algorithm (so N²). But not so many collisions may arise, so don't bother. // NB: yes this looks like a N algorithm (so N^2). But not so many collisions may arise, so don't bother.
sint indexInsert= cst.CollisionDescs.size(); sint indexInsert= cst.CollisionDescs.size();
sint colFound= -1; sint colFound= -1;

@ -576,19 +576,19 @@ bool CPrimitiveWorldImage::evalCollisionPoverOC (CPrimitiveWorldImage& other, CC
* p'(t) = p'0 + v'0*(t - t'0) * p'(t) = p'0 + v'0*(t - t'0)
* *
* Find t for this equation: * Find t for this equation:
* R² = Norm² (p(t) - p'(t)) * R^2 = Norm^2 (p(t) - p'(t))
* R² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) * R^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
* *
* A = p0 - v0*t0 - p'0 + v'0*t'0 * A = p0 - v0*t0 - p'0 + v'0*t'0
* B = (v0 - v'0) * B = (v0 - v'0)
* *
* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - R² = 0 * Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - R^2 = 0
* *
* a = Norm² (B) * a = Norm^2 (B)
* b = 2*(A.B) * b = 2*(A.B)
* c = Norm² (A) - R² * c = Norm^2 (A) - R^2
* *
* a*t² + b*t + c = 0 * a*t^2 + b*t + c = 0
*/ */
// Let's go // Let's go
@ -784,19 +784,19 @@ bool CPrimitiveWorldImage::evalCollisionOCoverOC (CPrimitiveWorldImage& other, C
* p'(t) = p'0 + v'0*(t - t'0) * p'(t) = p'0 + v'0*(t - t'0)
* *
* Find t for this equation: * Find t for this equation:
* (R + R')² = Norm² (p(t) - p'(t)) * (R + R')^2 = Norm^2 (p(t) - p'(t))
* (R + R')² = Norm² ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) ) * (R + R')^2 = Norm^2 ( p0 + v0 ( t - t0 ) - p'0 - v'0 ( t - t'0 ) )
* *
* A = p0 - v0*t0 - p'0 + v'0*t'0 * A = p0 - v0*t0 - p'0 + v'0*t'0
* B = (v0 - v'0) * B = (v0 - v'0)
* *
* Norm² (B)*t² + 2*(A.B)*t + Norm² (A) - (R + R')² = 0 * Norm^2 (B)*t^2 + 2*(A.B)*t + Norm^2 (A) - (R + R')^2 = 0
* *
* a = Norm² (B) * a = Norm^2 (B)
* b = 2*(A.B) * b = 2*(A.B)
* c = Norm² (A) - (R + R')² * c = Norm^2 (A) - (R + R')^2
* *
* a*t² + b*t + c = 0 * a*t^2 + b*t + c = 0
*/ */
// Let's go // Let's go

@ -51,7 +51,7 @@ public:
uint32 size; uint32 size;
message.serial(size); message.serial(size);
// The following test removed by Sadge because it appears to be pointless and prevents ² testing to continue as required // The following test removed by Sadge because it appears to be pointless and prevents ^2 testing to continue as required
// if ( size > 512 ) // if ( size > 512 )
// { // {
// throw NLMISC::EInvalidDataStream(); // throw NLMISC::EInvalidDataStream();

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