forked from bartvdbraak/blender
from Luca's recent commit noticed there are more typo's: lenght -> length
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@ -63,7 +63,7 @@
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extern "C" {
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#endif
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/** Returns the lenght of the allocated memory segment pointed at
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/** Returns the length of the allocated memory segment pointed at
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* by vmemh. If the pointer was not previously allocated by this
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* module, the result is undefined.*/
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size_t MEM_allocN_len(void *vmemh);
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@ -58,7 +58,7 @@ struct BME_Loop;
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-Remove the eflags completely, they are mostly not used
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-Remove the selection/vis/bevel weight flag/values ect and move them to custom data
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-Remove EID member and move to custom data
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-Add a radial cycle length, disk cycle length and loop cycle lenght attributes to custom data and have eulers maintain/use them if present.
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-Add a radial cycle length, disk cycle length and loop cycle length attributes to custom data and have eulers maintain/use them if present.
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-Move data such as vertex coordinates/normals to custom data and leave pointers in structures to active layer data.
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-Remove BME_CycleNode structure?
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*/
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@ -827,7 +827,7 @@ static void makeGammaTables(float gamma)
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/* The end of the table should match 1.0 carefully. In order to avoid */
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/* rounding errors, we just set this explicitly. The last segment may */
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/* have a different lenght than the other segments, but our */
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/* have a different length than the other segments, but our */
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/* interpolation is insensitive to that. */
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color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
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gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
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@ -3226,7 +3226,7 @@ static void get_scalar_from_vertexgroup(Object *ob, int vertID, short groupindex
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}
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/* Resetting a Mesh SB object's springs */
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/* Spring lenght are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
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/* Spring length are caculted from'raw' mesh vertices that are NOT altered by modifier stack. */
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static void springs_from_mesh(Object *ob)
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{
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SoftBody *sb;
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@ -3362,7 +3362,7 @@ static void mesh_to_softbody(Scene *scene, Object *ob)
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add_2nd_order_springs(ob,sb->secondspring); /* exploits the the first run of build_bps_springlist(ob);*/
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build_bps_springlist(ob); /* yes we need to do it again*/
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}
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springs_from_mesh(ob); /* write the 'rest'-lenght of the springs */
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springs_from_mesh(ob); /* write the 'rest'-length of the springs */
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if (ob->softflag & OB_SB_SELF) {calculate_collision_balls(ob);}
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}
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@ -1225,7 +1225,7 @@ static int point_in_slice_as(float p[3],float origin[3],float normal[3])
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return 1;
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}
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/*mama (knowing the squared lenght of the normal)*/
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/*mama (knowing the squared length of the normal)*/
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static int point_in_slice_m(float p[3],float origin[3],float normal[3],float lns)
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{
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float h,rp[3];
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@ -110,7 +110,7 @@ DONE:
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- pointer conversion (32-64 bits)
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IMPORTANT:
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- do not use #defines in structs for array lenghts, this cannot be read by the dna functions
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- do not use #defines in structs for array lengths, this cannot be read by the dna functions
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- do not use uint, but unsigned int instead, ushort and ulong are allowed
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- only use a long in Blender if you want this to be the size of a pointer. so it is
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32 bits or 64 bits, dependant at the cpu architecture
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@ -203,7 +203,7 @@ static int calculate_structlens(int);
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void dna_write(FILE *file, void *pntr, int size);
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/**
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* Report all structures found so far, and print their lenghts.
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* Report all structures found so far, and print their lengths.
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*/
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void printStructLenghts(void);
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@ -117,7 +117,7 @@ void makeGammaTables(float gamma)
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/* The end of the table should match 1.0 carefully. In order to avoid */
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/* rounding errors, we just set this explicitly. The last segment may */
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/* have a different lenght than the other segments, but our */
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/* have a different length than the other segments, but our */
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/* interpolation is insensitive to that. */
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color_domain_table[RE_GAMMA_TABLE_SIZE] = 1.0;
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gamma_range_table[RE_GAMMA_TABLE_SIZE] = 1.0;
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@ -51,7 +51,7 @@ class KX_Camera : public KX_GameObject
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Py_Header;
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protected:
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friend class KX_Scene;
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/** Camera parameters (clips distances, focal lenght). These
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/** Camera parameters (clips distances, focal length). These
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* params are closely tied to Blender. In the gameengine, only the
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* projection and modelview matrices are relevant. There's a
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* conversion being done in the engine class. Why is it stored
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@ -754,7 +754,7 @@ So I came out with this formula:
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verts_height = tan((rad_ang/2) - (MT_PI/2))*sqrt(2.0);
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Here we take half the sphere(rad_ang/2) and subtract a quarter of it (MT_PI/2)
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Therefore we have the lenght in radians of the dome/sphere over the horizon.
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Therefore we have the length in radians of the dome/sphere over the horizon.
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Once we take the tangent of that angle, you have the verts coordinate corresponding to the verts on the side faces.
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Then we need to multiply it by sqrt(2.0) to get the coordinate of the verts on the diagonal of the original cube.
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*/
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