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