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https://github.com/UberGames/GtkRadiant.git
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8037810110
git-svn-id: svn://svn.icculus.org/gtkradiant/GtkRadiant/branches/ZeroRadiant@177 8a3a26a2-13c4-0310-b231-cf6edde360e5
80 lines
2.5 KiB
C
80 lines
2.5 KiB
C
/*
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Copyright (C) 1999-2007 id Software, Inc. and contributors.
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For a list of contributors, see the accompanying CONTRIBUTORS file.
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This file is part of GtkRadiant.
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GtkRadiant is free software; you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation; either version 2 of the License, or
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(at your option) any later version.
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GtkRadiant is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with GtkRadiant; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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----------------------------------------------------------------------------------
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This code has been altered significantly from its original form, to support
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several games based on the Quake III Arena engine, in the form of "Q3Map2."
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------------------------------------------------------------------------------- */
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/* marker */
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#define BRUSH_PRIMIT_C
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/* dependencies */
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#include "q3map2.h"
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/* -------------------------------------------------------------------------------
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functions
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------------------------------------------------------------------------------- */
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/*
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ComputeAxisBase()
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computes the base texture axis for brush primitive texturing
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note: ComputeAxisBase here and in editor code must always BE THE SAME!
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warning: special case behaviour of atan2( y, x ) <-> atan( y / x ) might not be the same everywhere when x == 0
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rotation by (0,RotY,RotZ) assigns X to normal
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*/
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void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY )
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{
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vec_t RotY, RotZ;
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/* do some cleaning */
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if( fabs( normal[ 0 ] ) < 1e-6 )
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normal[ 0 ]= 0.0f;
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if( fabs( normal[ 1 ] ) < 1e-6 )
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normal[ 1 ]=0.0f;
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if( fabs( normal[ 2 ] ) < 1e-6 )
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normal[ 2 ] = 0.0f;
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/* compute the two rotations around y and z to rotate x to normal */
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RotY = -atan2( normal[ 2 ], sqrt( normal[ 1 ] * normal[ 1 ] + normal[ 0 ] * normal[ 0 ]) );
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RotZ = atan2( normal[ 1 ], normal[ 0 ] );
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/* rotate (0,1,0) and (0,0,1) to compute texX and texY */
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texX[ 0 ] = -sin( RotZ );
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texX[ 1 ] = cos( RotZ );
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texX[ 2 ] = 0;
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/* the texY vector is along -z (t texture coorinates axis) */
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texY[ 0 ] = -sin( RotY ) * cos( RotZ );
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texY[ 1 ] = -sin( RotY ) * sin( RotZ );
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texY[ 2 ] = -cos( RotY );
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}
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