/* -------------------------------------------------------------------------------
-Copyright (C) 1999-2007 id Software, Inc. and contributors.
-For a list of contributors, see the accompanying CONTRIBUTORS file.
+ 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.
+ 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 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.
+ 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
+ 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."
+ 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."
-------------------------------------------------------------------------------- */
+ ------------------------------------------------------------------------------- */
/* -------------------------------------------------------------------------------
-functions
+ 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;
-
-
+ 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 )
+ 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 ]) );
+ 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 );