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brush_primit.c
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/* -------------------------------------------------------------------------------
Copyright (C) 1999-2006 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 "kmap2.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);
}