/* ------------------------------------------------------------------------------- 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 ); }