forked from bartvdbraak/blender
- added czech translation (cs.po)
- changed function drawcircball() in source/blender/src/drawobject.c. Circle is computed faster (no 32 calls of sin() and cos() each time witch same results).
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5d2f98f440
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5572323a3a
@ -8,3 +8,4 @@ Swedish:sv_SE
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French:fr_FR
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Spanish:es_ES
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Catalan:ca_ES
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Czech:cs_CZ
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@ -36,7 +36,7 @@ SOURCEDIR = blender/po
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include nan_definitions.mk
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LINGUAS = ca de es fr it ja nl sv
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LINGUAS = ca cs de es fr it ja nl sv
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ifeq ($(OS), darwin)
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DIR = $(OCGDIR)/bin/blender.app/Contents/Resources/locale/$@/LC_MESSAGES/
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else
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@ -3022,24 +3022,86 @@ static void tekentextcurs(void)
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void drawcircball(float *cent, float rad, float tmat[][4])
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{
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float si, co, phi, dphi, vec[3], vx[3], vy[3];
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float vec[3], vx[3], vy[3];
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int a, tot=32;
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/* 32 values of sin function (still same result!) */
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static float si[32] = {0.00000000,
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0.20129852,
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0.39435585,
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0.57126821,
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0.72479278,
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0.84864425,
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0.93775213,
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0.98846832,
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0.99871650,
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0.96807711,
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0.89780453,
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0.79077573,
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0.65137248,
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0.48530196,
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0.29936312,
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0.10116832,
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-0.10116832,
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-0.29936312,
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-0.48530196,
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-0.65137248,
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-0.79077573,
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-0.89780453,
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-0.96807711,
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-0.99871650,
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-0.98846832,
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-0.93775213,
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-0.84864425,
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-0.72479278,
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-0.57126821,
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-0.39435585,
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-0.20129852,
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0.00000000};
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/* 32 values of cos function (still same result!) */
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static float co[32] ={1.00000000,
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0.97952994,
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0.91895781,
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0.82076344,
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0.68896691,
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0.52896401,
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0.34730525,
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0.15142777,
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-0.05064916,
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-0.25065253,
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-0.44039415,
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-0.61210598,
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-0.75875812,
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-0.87434661,
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-0.95413925,
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-0.99486932,
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-0.99486932,
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-0.95413925,
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-0.87434661,
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-0.75875812,
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-0.61210598,
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-0.44039415,
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-0.25065253,
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-0.05064916,
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0.15142777,
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0.34730525,
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0.52896401,
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0.68896691,
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0.82076344,
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0.91895781,
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0.97952994,
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1.00000000};
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VECCOPY(vx, tmat[0]);
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VECCOPY(vy, tmat[1]);
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VecMulf(vx, rad);
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VecMulf(vy, rad);
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dphi= 2.0*M_PI/tot;
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phi= 0.0;
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glBegin(GL_LINE_LOOP);
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for(a=0; a<tot; a++, phi+= dphi) {
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si= sin(phi);
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co= cos(phi);
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vec[0]= cent[0]+si*vx[0]+co*vy[0];
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vec[1]= cent[1]+si*vx[1]+co*vy[1];
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vec[2]= cent[2]+si*vx[2]+co*vy[2];
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for(a=0; a<tot; a++) {
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vec[0]= cent[0] + *(si+a) * vx[0] + *(co+a) * vy[0];
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vec[1]= cent[1] + *(si+a) * vx[1] + *(co+a) * vy[1];
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vec[2]= cent[2] + *(si+a) * vx[2] + *(co+a) * vy[2];
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glVertex3fv(vec);
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}
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glEnd();
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