changeset 299:56f81a4335ea

UTF-8
author Shinji KONO <kono@ie.u-ryukyu.ac.jp>
date Sun, 07 Jun 2009 15:20:10 +0900
parents 58fd16298954
children 0691f38195f6
files Renderer/DataPack/Test/SpanPack/polygonpack.cpp Renderer/test_render/SpanC.cpp Renderer/test_render/enemy_action.cpp TaskManager/Test/simple_pack/span.cpp TaskManager/Test/simple_render/SpanC.cpp TaskManager/Test/test_render/SpanC.cpp TaskManager/Test/test_render/enemy_action.cpp
diffstat 7 files changed, 45 insertions(+), 45 deletions(-) [+]
line wrap: on
line diff
--- a/Renderer/DataPack/Test/SpanPack/polygonpack.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/Renderer/DataPack/Test/SpanPack/polygonpack.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -84,7 +84,7 @@
 	int end_y   = (int)vMin->y; 
 	
 	if (start_y<end_y) { 
-		int i; i=end_y; end_y=start_y; start_y = i;   //y$B$NF~$lBX$((B 
+		int i; i=end_y; end_y=start_y; start_y = i;   //yの入れ替え 
 		k = 1;
 		l = -1;
 	}
@@ -92,13 +92,13 @@
 	div_y = start_y - end_y;  // > 0
 
 	for(i = k; i < div_y+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x  - vMin->x ,div_y, i, vMin->x); 
 		tmp_z =    calc(vMid1->z - vMin->z ,div_y, i, vMin->z);
 		tmp_zpos = calc(vMid->z  - vMin->z ,div_y, i, vMin->z);
 		//printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos);
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \
          		( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
--- a/Renderer/test_render/SpanC.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/Renderer/test_render/SpanC.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -5,7 +5,7 @@
 using namespace std;
 
 
-// f1:x$B$NA}2CNL(B  f2:y$B$NA}2CNL(B  i:.......    base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B
+// f1:xの増加量  f2:yの増加量  i:.......    base:基本となる頂点のy座標
 static float calc(float f1, float f2,int i, float base){
 	float ans;
 	ans = f1/f2*i + base;
@@ -78,7 +78,7 @@
 	int end_y   = (int)vMin->y;
 	
 	if (start_y<end_y) { 
-	    int i; i=end_y; end_y=start_y; start_y = i;   //y$B$NF~$lBX$((B 
+	    int i; i=end_y; end_y=start_y; start_y = i;   //yの入れ替え 
 	    //Vertex *v; v = vMin; vMin = vMid; vMid = v;	
 	    /*
 	      incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x;
@@ -96,13 +96,13 @@
 
 	//if(div_y < 1 && div_y > -1) div_y = 1;
 	for(i = k; i < div_y+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x  - vMin->x ,div_y, i, vMin->x);	
 		tmp_z =    calc(vMid1->z - vMin->z ,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z  - vMin->z ,div_y, i, vMin->z);
 		//printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos);
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
@@ -113,7 +113,7 @@
 		tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i*l;
@@ -236,13 +236,13 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 
 	for(i = 0; i < div_x+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x - vMin->x,div_x, i, vMin->x);	
 		tmp_z =    calc(vMax->z - vMin->z,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z);
 
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \
@@ -253,7 +253,7 @@
 		tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \
 			   ( ((div_x - i)/(div_x)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i;
@@ -315,7 +315,7 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 	
 	for(i = 0; i < div_x; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x);
 		tmp_end =  calc(vMax->x-vMid->x, div_x, (i+1), vMid->x);	
 		tmp_z =    calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z);
@@ -389,7 +389,7 @@
 #endif
 }
 
-// i:$BJ,;R!"(Bf1:$BD9$5(B   f2:$BBP1~$9$kD:E@(B1    f3:$BBP1~$9$kD:E@(B2
+// i:分子、f1:長さ   f2:対応する頂点1    f3:対応する頂点2
 /*
 float Span::calc2(int i, float f1, float f2, float f3) {
 	float ans;
--- a/Renderer/test_render/enemy_action.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/Renderer/test_render/enemy_action.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -31,7 +31,7 @@
   if(judge == HIT)
     {
       E_PLANE->set_move_collision(null_move, enemy_collision);
-      printf("ENEMY_hit!!!_n");
+      printf("ENEMY_hit!!!\n");
       //scene_graph->delete_object(node, node->next,node->prev);
     }
 #endif
--- a/TaskManager/Test/simple_pack/span.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/TaskManager/Test/simple_pack/span.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -5,7 +5,7 @@
 using namespace std;
 
 
-// f1:x$B$NA}2CNL(B  f2:y$B$NA}2CNL(B  i:.......    base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B
+// f1:xの増加量  f2:yの増加量  i:.......    base:基本となる頂点のy座標
 static float calc(float f1, float f2,int i, float base){
 	float ans;
 	ans = f1/f2*i + base;
@@ -78,7 +78,7 @@
 	int end_y   = (int)vMin->y;
 	
 	if (start_y<end_y) { 
-	    int i; i=end_y; end_y=start_y; start_y = i;   //y$B$NF~$lBX$((B 
+	    int i; i=end_y; end_y=start_y; start_y = i;   //yの入れ替え 
 	    //Vertex *v; v = vMin; vMin = vMid; vMid = v;	
 	    /*
 	      incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x;
@@ -96,13 +96,13 @@
 
 	//if(div_y < 1 && div_y > -1) div_y = 1;
 	for(i = k; i < div_y+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x  - vMin->x ,div_y, i, vMin->x);	
 		tmp_z =    calc(vMid1->z - vMin->z ,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z  - vMin->z ,div_y, i, vMin->z);
 		//printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos);
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
@@ -113,7 +113,7 @@
 		tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i*l;
@@ -236,13 +236,13 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 
 	for(i = 0; i < div_x+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x - vMin->x,div_x, i, vMin->x);	
 		tmp_z =    calc(vMax->z - vMin->z,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z);
 
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \
@@ -253,7 +253,7 @@
 		tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \
 			   ( ((div_x - i)/(div_x)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i;
@@ -315,7 +315,7 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 	
 	for(i = 0; i < div_x; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x);
 		tmp_end =  calc(vMax->x-vMid->x, div_x, (i+1), vMid->x);	
 		tmp_z =    calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z);
@@ -389,7 +389,7 @@
 #endif
 }
 
-// i:$BJ,;R!"(Bf1:$BD9$5(B   f2:$BBP1~$9$kD:E@(B1    f3:$BBP1~$9$kD:E@(B2
+// i:分子、f1:長さ   f2:対応する頂点1    f3:対応する頂点2
 /*
 float Span::calc2(int i, float f1, float f2, float f3) {
 	float ans;
--- a/TaskManager/Test/simple_render/SpanC.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/TaskManager/Test/simple_render/SpanC.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -5,7 +5,7 @@
 using namespace std;
 
 
-// f1:x$B$NA}2CNL(B  f2:y$B$NA}2CNL(B  i:.......    base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B
+// f1:xの増加量  f2:yの増加量  i:.......    base:基本となる頂点のy座標
 static float calc(float f1, float f2,int i, float base){
 	float ans;
 	ans = f1/f2*i + base;
@@ -78,7 +78,7 @@
 	int end_y   = (int)vMin->y;
 	
 	if (start_y<end_y) { 
-	    int i; i=end_y; end_y=start_y; start_y = i;   //y$B$NF~$lBX$((B 
+	    int i; i=end_y; end_y=start_y; start_y = i;   //yの入れ替え 
 	    //Vertex *v; v = vMin; vMin = vMid; vMid = v;	
 	    /*
 	      incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x;
@@ -96,13 +96,13 @@
 
 	//if(div_y < 1 && div_y > -1) div_y = 1;
 	for(i = k; i < div_y+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x  - vMin->x ,div_y, i, vMin->x);	
 		tmp_z =    calc(vMid1->z - vMin->z ,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z  - vMin->z ,div_y, i, vMin->z);
 		//printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos);
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
@@ -113,7 +113,7 @@
 		tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i*l;
@@ -236,13 +236,13 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 
 	for(i = 0; i < div_x+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x - vMin->x,div_x, i, vMin->x);	
 		tmp_z =    calc(vMax->z - vMin->z,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z);
 
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \
@@ -253,7 +253,7 @@
 		tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \
 			   ( ((div_x - i)/(div_x)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i;
@@ -315,7 +315,7 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 	
 	for(i = 0; i < div_x; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x);
 		tmp_end =  calc(vMax->x-vMid->x, div_x, (i+1), vMid->x);	
 		tmp_z =    calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z);
@@ -389,7 +389,7 @@
 #endif
 }
 
-// i:$BJ,;R!"(Bf1:$BD9$5(B   f2:$BBP1~$9$kD:E@(B1    f3:$BBP1~$9$kD:E@(B2
+// i:分子、f1:長さ   f2:対応する頂点1    f3:対応する頂点2
 /*
 float Span::calc2(int i, float f1, float f2, float f3) {
 	float ans;
--- a/TaskManager/Test/test_render/SpanC.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/TaskManager/Test/test_render/SpanC.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -5,7 +5,7 @@
 using namespace std;
 
 
-// f1:x$B$NA}2CNL(B  f2:y$B$NA}2CNL(B  i:.......    base:$B4pK\$H$J$kD:E@$N(By$B:BI8(B
+// f1:xの増加量  f2:yの増加量  i:.......    base:基本となる頂点のy座標
 static float calc(float f1, float f2,int i, float base){
 	float ans;
 	ans = f1/f2*i + base;
@@ -78,7 +78,7 @@
 	int end_y   = (int)vMin->y;
 	
 	if (start_y<end_y) { 
-	    int i; i=end_y; end_y=start_y; start_y = i;   //y$B$NF~$lBX$((B 
+	    int i; i=end_y; end_y=start_y; start_y = i;   //yの入れ替え 
 	    //Vertex *v; v = vMin; vMin = vMid; vMid = v;	
 	    /*
 	      incli_x1 = vMin->x - vMid->x; incli_x2 = vMin->x - vMid1->x;
@@ -96,13 +96,13 @@
 
 	//if(div_y < 1 && div_y > -1) div_y = 1;
 	for(i = k; i < div_y+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMid1->x - vMin->x ,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x  - vMin->x ,div_y, i, vMin->x);	
 		tmp_z =    calc(vMid1->z - vMin->z ,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z  - vMin->z ,div_y, i, vMin->z);
 		//printf("x:%f end:%f z:%f zpos:%f\n",tmp_xpos,tmp_end,tmp_z,tmp_zpos);
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =((i/(div_y)) * vMid1->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_y)) * vMid->tex_x) + \
@@ -113,7 +113,7 @@
 		tmp_tey2 =( (i/(div_y)) * vMid->tex_y) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i*l;
@@ -236,13 +236,13 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 
 	for(i = 0; i < div_x+1; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x - vMin->x,div_y, i, vMin->x);
 		tmp_end =  calc(vMid->x - vMin->x,div_x, i, vMin->x);	
 		tmp_z =    calc(vMax->z - vMin->z,div_y, i, vMin->z);
 	   	tmp_zpos = calc(vMid->z - vMin->z,div_x, i, vMin->z);
 
-		//$B$3$3$+$i(Bspan$B$N:8C<$H1&C<$KBP1~$9$k%F%/%9%A%c$r7W;;$9$k(B
+		//ここからspanの左端と右端に対応するテクスチャを計算する
 		tmp_tex1 =( (i/(div_y)) * vMax->tex_x) + \
 			   ( ((div_y - i)/(div_y)) * vMin->tex_x); 
 		tmp_tex2 =( (i/(div_x)) * vMid->tex_x) + \
@@ -253,7 +253,7 @@
 		tmp_tey2 =( (i/(div_x)) * vMid->tex_y) + \
 			   ( ((div_x - i)/(div_x)) * vMin->tex_y); 
 
-		//$B$3$3$G:8C<$,(Bxpos$B$+(Bend$B$rH=CG$7!"IA2h$9$k(Bspan$B$r:n$k(B
+		//ここで左端がxposかendを判断し、描画するspanを作る
 		if(tmp_xpos > tmp_end) {
 			x = (int)tmp_end;
 			y = (int)vMin->y + i;
@@ -315,7 +315,7 @@
 	if(div_y < 1 && div_y > -1) div_y = 1;
 	
 	for(i = 0; i < div_x; i++) {
-		//$B$3$3$G(Bspan$B$N:8C<$H1&C<$N(Bx,z$B$r5a$a$F$k(B
+		//ここでspanの左端と右端のx,zを求めてる
 		tmp_xpos = calc(vMax->x-vMin->x, div_y, (i+1+top_triangle), vMin->x);
 		tmp_end =  calc(vMax->x-vMid->x, div_x, (i+1), vMid->x);	
 		tmp_z =    calc(vMax->z-vMin->z, div_y, (i+1+top_triangle), vMin->z);
@@ -389,7 +389,7 @@
 #endif
 }
 
-// i:$BJ,;R!"(Bf1:$BD9$5(B   f2:$BBP1~$9$kD:E@(B1    f3:$BBP1~$9$kD:E@(B2
+// i:分子、f1:長さ   f2:対応する頂点1    f3:対応する頂点2
 /*
 float Span::calc2(int i, float f1, float f2, float f3) {
 	float ans;
--- a/TaskManager/Test/test_render/enemy_action.cpp	Sun Jun 07 15:17:41 2009 +0900
+++ b/TaskManager/Test/test_render/enemy_action.cpp	Sun Jun 07 15:20:10 2009 +0900
@@ -31,7 +31,7 @@
   if(judge == HIT)
     {
       E_PLANE->set_move_collision(null_move, enemy_collision);
-      printf("ENEMY_hit!!!_n");
+      printf("ENEMY_hit!!!\n");
       //scene_graph->delete_object(node, node->next,node->prev);
     }
 #endif