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-rw-r--r--Magic2/l3ds.h34
1 files changed, 17 insertions, 17 deletions
diff --git a/Magic2/l3ds.h b/Magic2/l3ds.h
index 16204b5..ea0a032 100644
--- a/Magic2/l3ds.h
+++ b/Magic2/l3ds.h
@@ -51,7 +51,7 @@ struct LVector2
};
struct LColor3
-{
+{
float r;
float g;
float b;
@@ -107,7 +107,7 @@ public:
virtual ~LObject();
// call this to get the name of the object
virtual const std::string& GetName();
-
+
// this methods should not be used by the "user", they're used internally to fill the class
// with valid data when reading from file. If you're about to add an importer for another format you'LL
// have to use these methods
@@ -129,7 +129,7 @@ public:
LMaterial();
// the destructor
virtual ~LMaterial();
- // returns the material ID
+ // returns the material ID
uint GetID();
// returns the pointer to teh texture map 1
LMap& GetTextureMap1();
@@ -221,7 +221,7 @@ public:
uint GetTriangleCount();
// sets the size of the triangle array - for internal use
void SetTriangleArraySize(uint value);
- // returns given vertex
+ // returns given vertex
const LVector4& GetVertex(uint index);
// returns the given normal
const LVector3& GetNormal(uint index);
@@ -231,21 +231,21 @@ public:
const LVector3& GetTangent(uint index);
// returns the pointer to the array of binormals
const LVector3& GetBinormal(uint index);
- // sets the vertex at a given index to "vec" - for internal use
+ // sets the vertex at a given index to "vec" - for internal use
void SetVertex(const LVector4 &vec, uint index);
- // sets the normal at a given index to "vec" - for internal use
+ // sets the normal at a given index to "vec" - for internal use
void SetNormal(const LVector3 &vec, uint index);
- // sets the texture coordinates vector at a given index to "vec" - for internal use
+ // sets the texture coordinates vector at a given index to "vec" - for internal use
void SetUV(const LVector2 &vec, uint index);
- // sets the tangent at a given index to "vec" - for internal use
+ // sets the tangent at a given index to "vec" - for internal use
void SetTangent(const LVector3 &vec, uint index);
- // sets the binormal at a given index to "vec" - for internal use
+ // sets the binormal at a given index to "vec" - for internal use
void SetBinormal(const LVector3 &vec, uint index);
// returns the triangle with a given index
const LTriangle& GetTriangle(uint index);
// returns the triangle with a given index, see LTriangle2 structure description
LTriangle2 GetTriangle2(uint index);
- // returns the mesh matrix, should be identity matrix after loading
+ // returns the mesh matrix, should be identity matrix after loading
LMatrix4 GetMatrix();
// sets the mesh matrix to a given matrix - for internal use
void SetMatrix(LMatrix4 m);
@@ -268,7 +268,7 @@ protected:
std::vector<LVector3> m_binormals;
std::vector<LVector3> m_tangents;
std::vector<LVector2> m_uv;
-
+
// triangles
std::vector<LTriangle> m_triangles;
@@ -298,7 +298,7 @@ public:
LLight();
// the destructor
virtual ~LLight();
- // clears the data the class holds
+ // clears the data the class holds
void Clear();
// sets the position of the light source - for internal use
void SetPosition(LVector3 vec);
@@ -316,7 +316,7 @@ public:
void SetTarget(LVector3 target);
// returns the target of the spotlight
LVector3 GetTarget();
- // sets the hotspot - internal use
+ // sets the hotspot - internal use
void SetHotspot(float value);
// returns the hotspot
float GetHotspot();
@@ -358,7 +358,7 @@ public:
LMaterial& GetMaterial(uint index);
// returns the pointer to the material with a given name, or NULL if the material was not found
LMaterial* FindMaterial(const std::string &name);
- // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
+ // returns the pointer to the mesh with a given name, or NULL if the mesh with such name
// is not present in the scene
LMesh* FindMesh(const std::string &name);
// returns the pointer to the light with a given name, or NULL if not found
@@ -390,7 +390,7 @@ public:
L3DS(const char *filename);
// destructor
virtual ~L3DS();
- // load 3ds file
+ // load 3ds file
virtual bool LoadFile(const char *filename);
protected:
// used internally for reading
@@ -414,7 +414,7 @@ protected:
float ReadFloat();
//reads an unsigned byte from the buffer
byte ReadByte();
- //reads an asciiz string
+ //reads an asciiz string
int ReadASCIIZ(char *buf, int max_count);
// seek wihtin the buffer
void Seek(int offset, int origin);
@@ -436,7 +436,7 @@ protected:
float ReadPercentage(const LChunk &chunk);
// this is where 3ds file is being read
bool Read3DS();
- // read a light chunk
+ // read a light chunk
void ReadLight(const LChunk &parent);
// read a trimesh chunk
void ReadMesh(const LChunk &parent);