1234567891011121314151617181920212223242526272829303132333435363738394041424344454647484950515253 |
- /*
- ===========================================================================
- Copyright (C) 1999-2005 Id Software, Inc.
- This file is part of Quake III Arena source code.
- Quake III Arena source code 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.
- Quake III Arena source code 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 Foobar; if not, write to the Free Software
- Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
- ===========================================================================
- */
- #include "qbsp.h"
- // global flag
- int g_bBrushPrimit;
- // 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);
- }
|