-/*\r
-Copyright (C) 1999-2007 id Software, Inc. and contributors.\r
-For a list of contributors, see the accompanying CONTRIBUTORS file.\r
-\r
-This file is part of GtkRadiant.\r
-\r
-GtkRadiant is free software; you can redistribute it and/or modify\r
-it under the terms of the GNU General Public License as published by\r
-the Free Software Foundation; either version 2 of the License, or\r
-(at your option) any later version.\r
-\r
-GtkRadiant is distributed in the hope that it will be useful,\r
-but WITHOUT ANY WARRANTY; without even the implied warranty of\r
-MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the\r
-GNU General Public License for more details.\r
-\r
-You should have received a copy of the GNU General Public License\r
-along with GtkRadiant; if not, write to the Free Software\r
-Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA\r
-\r
-----------------------------------------------------------------------------------\r
-\r
-This code has been altered significantly from its original form, to support\r
-several games based on the Quake III Arena engine, in the form of "Q3Map2."\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-\r
-\r
-/* marker */\r
-#define BRUSH_PRIMIT_C\r
-\r
-\r
-\r
-/* dependencies */\r
-#include "q3map2.h"\r
-\r
-\r
-\r
-/* -------------------------------------------------------------------------------\r
-\r
-functions\r
-\r
-------------------------------------------------------------------------------- */\r
-\r
-/*\r
-ComputeAxisBase()\r
-computes the base texture axis for brush primitive texturing\r
-note: ComputeAxisBase here and in editor code must always BE THE SAME!\r
-warning: special case behaviour of atan2( y, x ) <-> atan( y / x ) might not be the same everywhere when x == 0\r
-rotation by (0,RotY,RotZ) assigns X to normal\r
-*/\r
-\r
-void ComputeAxisBase( vec3_t normal, vec3_t texX, vec3_t texY )\r
-{\r
- vec_t RotY, RotZ;\r
- \r
- \r
- /* do some cleaning */\r
- if( fabs( normal[ 0 ] ) < 1e-6 )\r
- normal[ 0 ]= 0.0f;\r
- if( fabs( normal[ 1 ] ) < 1e-6 )\r
- normal[ 1 ]=0.0f;\r
- if( fabs( normal[ 2 ] ) < 1e-6 )\r
- normal[ 2 ] = 0.0f;\r
- \r
- /* compute the two rotations around y and z to rotate x to normal */\r
- RotY = -atan2( normal[ 2 ], sqrt( normal[ 1 ] * normal[ 1 ] + normal[ 0 ] * normal[ 0 ]) );\r
- RotZ = atan2( normal[ 1 ], normal[ 0 ] );\r
- \r
- /* rotate (0,1,0) and (0,0,1) to compute texX and texY */\r
- texX[ 0 ] = -sin( RotZ );\r
- texX[ 1 ] = cos( RotZ );\r
- texX[ 2 ] = 0;\r
- \r
- /* the texY vector is along -z (t texture coorinates axis) */\r
- texY[ 0 ] = -sin( RotY ) * cos( RotZ );\r
- texY[ 1 ] = -sin( RotY ) * sin( RotZ );\r
- texY[ 2 ] = -cos( RotY );\r
-}\r
+/* -------------------------------------------------------------------------------
+
+ 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.
+
+ 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 "q3map2.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 );
+}