brush_primit.c (1907B)
1 /* 2 =========================================================================== 3 Copyright (C) 1999-2005 Id Software, Inc. 4 5 This file is part of Quake III Arena source code. 6 7 Quake III Arena source code is free software; you can redistribute it 8 and/or modify it under the terms of the GNU General Public License as 9 published by the Free Software Foundation; either version 2 of the License, 10 or (at your option) any later version. 11 12 Quake III Arena source code is distributed in the hope that it will be 13 useful, but WITHOUT ANY WARRANTY; without even the implied warranty of 14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 15 GNU General Public License for more details. 16 17 You should have received a copy of the GNU General Public License 18 along with Foobar; if not, write to the Free Software 19 Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA 20 =========================================================================== 21 */ 22 #include "qbsp.h" 23 24 25 // global flag 26 int g_bBrushPrimit; 27 28 // NOTE : ComputeAxisBase here and in editor code must always BE THE SAME ! 29 // WARNING : special case behaviour of atan2(y,x) <-> atan(y/x) might not be the same everywhere when x == 0 30 // rotation by (0,RotY,RotZ) assigns X to normal 31 void ComputeAxisBase(vec3_t normal,vec3_t texX,vec3_t texY) 32 { 33 vec_t RotY,RotZ; 34 // do some cleaning 35 if (fabs(normal[0])<1e-6) 36 normal[0]=0.0f; 37 if (fabs(normal[1])<1e-6) 38 normal[1]=0.0f; 39 if (fabs(normal[2])<1e-6) 40 normal[2]=0.0f; 41 // compute the two rotations around Y and Z to rotate X to normal 42 RotY=-atan2(normal[2],sqrt(normal[1]*normal[1]+normal[0]*normal[0])); 43 RotZ=atan2(normal[1],normal[0]); 44 // rotate (0,1,0) and (0,0,1) to compute texX and texY 45 texX[0]=-sin(RotZ); 46 texX[1]=cos(RotZ); 47 texX[2]=0; 48 // the texY vector is along -Z ( T texture coorinates axis ) 49 texY[0]=-sin(RotY)*cos(RotZ); 50 texY[1]=-sin(RotY)*sin(RotZ); 51 texY[2]=-cos(RotY); 52 }