mirror of
https://github.com/minetest/irrlicht.git
synced 2025-07-06 10:10:25 +02:00
Spelling fixes
git-svn-id: svn://svn.code.sf.net/p/irrlicht/code/trunk@6456 dfc29bdd-3216-0410-991c-e03cc46cb475
This commit is contained in:
@ -549,8 +549,8 @@ IMesh* CGeometryCreator::createTerrainMesh(video::IImage* texture,
|
||||
a cylinder, a cone and a cross
|
||||
point up on (0,1.f, 0.f )
|
||||
*/
|
||||
IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
|
||||
const u32 tesselationCone,
|
||||
IMesh* CGeometryCreator::createArrowMesh(const u32 tessellationCylinder,
|
||||
const u32 tessellationCone,
|
||||
const f32 height,
|
||||
const f32 cylinderHeight,
|
||||
const f32 width0,
|
||||
@ -558,9 +558,9 @@ IMesh* CGeometryCreator::createArrowMesh(const u32 tesselationCylinder,
|
||||
const video::SColor vtxColor0,
|
||||
const video::SColor vtxColor1) const
|
||||
{
|
||||
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tesselationCylinder, vtxColor0, false);
|
||||
SMesh* mesh = (SMesh*)createCylinderMesh(width0, cylinderHeight, tessellationCylinder, vtxColor0, false);
|
||||
|
||||
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tesselationCone, vtxColor1, vtxColor0);
|
||||
IMesh* mesh2 = createConeMesh(width1, height-cylinderHeight, tessellationCone, vtxColor1, vtxColor0);
|
||||
for (u32 i=0; i<mesh2->getMeshBufferCount(); ++i)
|
||||
{
|
||||
IMeshBuffer* buffer = mesh2->getMeshBuffer(i);
|
||||
@ -745,23 +745,23 @@ IMesh* CGeometryCreator::createSphereMesh(f32 radius, u32 polyCountX, u32 polyCo
|
||||
|
||||
/* A cylinder with proper normals and texture coords */
|
||||
IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
|
||||
u32 tesselation, const video::SColor& color,
|
||||
u32 tessellation, const video::SColor& color,
|
||||
bool closeTop, f32 oblique, u32 normalType) const
|
||||
{
|
||||
SMeshBuffer* buffer = new SMeshBuffer();
|
||||
|
||||
const f32 recTesselation = core::reciprocal((f32)tesselation);
|
||||
const f32 recTesselationHalf = recTesselation * 0.5f;
|
||||
const f32 angleStep = (core::PI * 2.f ) * recTesselation;
|
||||
const f32 recTessellation = core::reciprocal((f32)tessellation);
|
||||
const f32 recTessellationHalf = recTessellation * 0.5f;
|
||||
const f32 angleStep = (core::PI * 2.f ) * recTessellation;
|
||||
const f32 angleStepHalf = angleStep*0.5f;
|
||||
|
||||
u32 i;
|
||||
video::S3DVertex v;
|
||||
v.Color = color;
|
||||
buffer->Vertices.reallocate(tesselation*4+4+(closeTop?2:1));
|
||||
buffer->Indices.reallocate((tesselation*2+1)*(closeTop?12:9));
|
||||
buffer->Vertices.reallocate(tessellation*4+4+(closeTop?2:1));
|
||||
buffer->Indices.reallocate((tessellation*2+1)*(closeTop?12:9));
|
||||
f32 tcx = 0.f;
|
||||
for ( i = 0; i <= tesselation; ++i )
|
||||
for ( i = 0; i <= tessellation; ++i )
|
||||
{
|
||||
const f32 angle = angleStep * i;
|
||||
v.Pos.X = radius * cosf(angle);
|
||||
@ -797,7 +797,7 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
|
||||
case 1: v.Normal = v.Pos; break;
|
||||
}
|
||||
v.Normal.normalize();
|
||||
v.TCoords.X=tcx+recTesselationHalf;
|
||||
v.TCoords.X=tcx+recTessellationHalf;
|
||||
v.TCoords.Y=0.f;
|
||||
buffer->Vertices.push_back(v);
|
||||
|
||||
@ -811,11 +811,11 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
|
||||
v.Normal.normalize();
|
||||
v.TCoords.Y=1.f;
|
||||
buffer->Vertices.push_back(v);
|
||||
tcx += recTesselation;
|
||||
tcx += recTessellation;
|
||||
}
|
||||
|
||||
// indices for the main hull part
|
||||
const u32 nonWrappedSize = tesselation* 4;
|
||||
const u32 nonWrappedSize = tessellation* 4;
|
||||
for (i=0; i != nonWrappedSize; i += 2)
|
||||
{
|
||||
buffer->Indices.push_back(i + 2);
|
||||
@ -898,21 +898,21 @@ IMesh* CGeometryCreator::createCylinderMesh(f32 radius, f32 length,
|
||||
|
||||
|
||||
/* A cone with proper normals and texture coords */
|
||||
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tesselation,
|
||||
IMesh* CGeometryCreator::createConeMesh(f32 radius, f32 length, u32 tessellation,
|
||||
const video::SColor& colorTop,
|
||||
const video::SColor& colorBottom,
|
||||
f32 oblique) const
|
||||
{
|
||||
SMeshBuffer* buffer = new SMeshBuffer();
|
||||
|
||||
const f32 angleStep = (core::PI * 2.f ) / tesselation;
|
||||
const f32 angleStep = (core::PI * 2.f ) / tessellation;
|
||||
const f32 angleStepHalf = angleStep*0.5f;
|
||||
|
||||
video::S3DVertex v;
|
||||
u32 i;
|
||||
|
||||
v.Color = colorTop;
|
||||
for ( i = 0; i != tesselation; ++i )
|
||||
for ( i = 0; i != tessellation; ++i )
|
||||
{
|
||||
f32 angle = angleStep * f32(i);
|
||||
|
||||
|
Reference in New Issue
Block a user