diff options
Diffstat (limited to 'Magic2/l3ds.h')
-rw-r--r-- | Magic2/l3ds.h | 34 |
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); |