Itsa me, quake3io!

This commit is contained in:
Zachary Slater 2005-08-26 04:48:05 +00:00
parent dbe4ddb103
commit 5b755058f5
1409 changed files with 798983 additions and 798983 deletions

62
q3map/brush_primit.c Normal file → Executable file
View file

@ -19,34 +19,34 @@ 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);
}
#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);
}