forked from metin2/client
convert comments in cpp files to utf8
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@ -185,9 +185,9 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal)
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case BILLBOARD_TYPE_ALL:
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default:
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{
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// NOTE : Rotation Routine. Camera<EFBFBD><EFBFBD> Up Vector<EFBFBD><EFBFBD> Cross Vector <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> View Vector <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rotation <EFBFBD><EFBFBD>Ų<EFBFBD><EFBFBD>.
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// FIXME : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ <20><> <20><>!
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// NOTE : Rotation Routine. Camera의 Up Vector와 Cross Vector 자체를 View Vector 기준으로
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// Rotation 시킨다.
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// FIXME : 반드시 최적화 할 것!
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if (m_fRotation==0.0f)
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{
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v3Up = -c_rv3Cross;
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@ -239,7 +239,7 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal)
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D3DXVec3TransformNormal(&v3Up, &v3Up, c_matLocal);
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}
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// NOTE: <EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̿<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> : log(velocity)<EFBFBD><EFBFBD>ŭ <20>þ<C3BE><EEB3AD>.
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// NOTE: 속도가 길이에 주는 영향 : log(velocity)만큼 늘어난다.
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float length = D3DXVec3Length(&v3Up);
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if (length == 0.0f)
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{
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@ -342,9 +342,9 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal, const float c_f
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case BILLBOARD_TYPE_ALL:
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default:
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{
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// NOTE : Rotation Routine. Camera<EFBFBD><EFBFBD> Up Vector<EFBFBD><EFBFBD> Cross Vector <EFBFBD><EFBFBD>ü<EFBFBD><EFBFBD> View Vector <EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
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// Rotation <EFBFBD><EFBFBD>Ų<EFBFBD><EFBFBD>.
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// FIXME : <EFBFBD>ݵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD><EFBFBD>ȭ <20><> <20><>!
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// NOTE : Rotation Routine. Camera의 Up Vector와 Cross Vector 자체를 View Vector 기준으로
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// Rotation 시킨다.
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// FIXME : 반드시 최적화 할 것!
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if (m_fRotation==0.0f)
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{
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v3Up = -c_rv3Cross;
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@ -373,7 +373,7 @@ void CParticleInstance::Transform(const D3DXMATRIX * c_matLocal, const float c_f
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D3DXVec3TransformNormal(&v3Up, &v3Up, c_matLocal);
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}
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// NOTE: <EFBFBD>ӵ<EFBFBD><EFBFBD><EFBFBD> <20><><EFBFBD>̿<EFBFBD> <20>ִ<EFBFBD> <20><><EFBFBD><EFBFBD> : log(velocity)<EFBFBD><EFBFBD>ŭ <20>þ<C3BE><EEB3AD>.
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// NOTE: 속도가 길이에 주는 영향 : log(velocity)만큼 늘어난다.
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float length = D3DXVec3Length(&v3Up);
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if (length == 0.0f)
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{
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