if ( w.numpoints < 3 ) {
return;
}
- //globalOutputStream() << "normal: " << normal << "\n";
Matrix4 local2tex;
Texdef_toTransform( projection, (float)width, (float)height, local2tex );
- //globalOutputStream() << "texdef: " << static_cast<const Vector3&>(local2tex.x()) << static_cast<const Vector3&>(local2tex.y()) << "\n";
-
-#if 0
- {
- TextureProjection tmp;
- Texdef_fromTransform( tmp, (float)width, (float)height, local2tex );
- Matrix4 tmpTransform;
- Texdef_toTransform( tmp, (float)width, (float)height, tmpTransform );
- ASSERT_MESSAGE( matrix4_equal_epsilon( local2tex, tmpTransform, 0.0001f ), "bleh" );
- }
-#endif
{
Matrix4 xyz2st;
// we don't care if it's not normalised...
Texdef_basisForNormal( projection, matrix4_transformed_direction( localToWorld, normal ), xyz2st );
- //globalOutputStream() << "basis: " << static_cast<const Vector3&>(xyz2st.x()) << static_cast<const Vector3&>(xyz2st.y()) << static_cast<const Vector3&>(xyz2st.z()) << "\n";
matrix4_multiply_by_matrix4( local2tex, xyz2st );
}
void BPMatMul( float A[2][3], float B[2][3], float C[2][3] );
// apply a rotation (degrees)
void BPMatRotate( float A[2][3], float theta );
-#ifdef _DEBUG
-void BPMatDump( float A[2][3] );
-#endif
-#ifdef _DEBUG
-//#define DBG_BP
-#endif
bp_globals_t g_bp_globals;
// NOTE: see the commented out section to fill M and D
//++timo TODO: update the other members to use this when possible
void MatrixForPoints( Vector3 M[3], Vector3 D[2], brushprimit_texdef_t *T ){
-// Vector3 M[3]; // columns of the matrix .. easier that way (the indexing is not standard! it's column-line .. later computations are easier that way)
float det;
-// Vector3 D[2];
M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
-#if 0
- // fill the data vectors
- M[0][0] = A2[0]; M[0][1] = B2[0]; M[0][2] = C2[0];
- M[1][0] = A2[1]; M[1][1] = B2[1]; M[1][2] = C2[1];
- M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
- D[0][0] = A1[0];
- D[0][1] = B1[0];
- D[0][2] = C1[0];
- D[1][0] = A1[1];
- D[1][1] = B1[1];
- D[1][2] = C1[1];
-#endif
+
// solve
det = SarrusDet( M[0], M[1], M[2] );
T->coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
// 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( const Vector3& normal, Vector3& texS, Vector3& texT ){
-#if 1
const Vector3 up( 0, 0, 1 );
const Vector3 down( 0, 0, -1 );
texT = vector3_normalised( vector3_cross( normal, texS ) );
vector3_negate( texS );
}
-
-#else
- float 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;
- */
- 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 texS and texT
- texS[0] = -sin( RotZ );
- texS[1] = cos( RotZ );
- texS[2] = 0;
- // the texT vector is along -Z ( T texture coorinates axis )
- texT[0] = -sin( RotY ) * cos( RotZ );
- texT[1] = -sin( RotY ) * sin( RotZ );
- texT[2] = -cos( RotY );
-#endif
}
-#if 0 // texdef conversion
-void FaceToBrushPrimitFace( face_t *f ){
- Vector3 texX,texY;
- Vector3 proj;
- // ST of (0,0) (1,0) (0,1)
- float ST[3][5]; // [ point index ] [ xyz ST ]
- //++timo not used as long as brushprimit_texdef and texdef are static
-/* f->brushprimit_texdef.contents=f->texdef.contents;
- f->brushprimit_texdef.flags=f->texdef.flags;
- f->brushprimit_texdef.value=f->texdef.value;
- strcpy(f->brushprimit_texdef.name,f->texdef.name); */
-#ifdef DBG_BP
- if ( f->plane.normal[0] == 0.0f && f->plane.normal[1] == 0.0f && f->plane.normal[2] == 0.0f ) {
- globalOutputStream() << "Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n";
- }
- // check d_texture
- if ( !f->d_texture ) {
- globalOutputStream() << "Warning : f.d_texture is 0 in FaceToBrushPrimitFace\n";
- return;
- }
-#endif
- // compute axis base
- ComputeAxisBase( f->plane.normal,texX,texY );
- // compute projection vector
- VectorCopy( f->plane.normal,proj );
- VectorScale( proj,f->plane.dist,proj );
- // (0,0) in plane axis base is (0,0,0) in world coordinates + projection on the affine plane
- // (1,0) in plane axis base is texX in world coordinates + projection on the affine plane
- // (0,1) in plane axis base is texY in world coordinates + projection on the affine plane
- // use old texture code to compute the ST coords of these points
- VectorCopy( proj,ST[0] );
- EmitTextureCoordinates( ST[0], f->pShader->getTexture(), f );
- VectorCopy( texX,ST[1] );
- VectorAdd( ST[1],proj,ST[1] );
- EmitTextureCoordinates( ST[1], f->pShader->getTexture(), f );
- VectorCopy( texY,ST[2] );
- VectorAdd( ST[2],proj,ST[2] );
- EmitTextureCoordinates( ST[2], f->pShader->getTexture(), f );
- // compute texture matrix
- f->brushprimit_texdef.coords[0][2] = ST[0][3];
- f->brushprimit_texdef.coords[1][2] = ST[0][4];
- f->brushprimit_texdef.coords[0][0] = ST[1][3] - f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][0] = ST[1][4] - f->brushprimit_texdef.coords[1][2];
- f->brushprimit_texdef.coords[0][1] = ST[2][3] - f->brushprimit_texdef.coords[0][2];
- f->brushprimit_texdef.coords[1][1] = ST[2][4] - f->brushprimit_texdef.coords[1][2];
-}
-
-// compute texture coordinates for the winding points
-void EmitBrushPrimitTextureCoordinates( face_t * f, Winding * w ){
- Vector3 texX,texY;
- float x,y;
- // compute axis base
- ComputeAxisBase( f->plane.normal,texX,texY );
- // in case the texcoords matrix is empty, build a default one
- // same behaviour as if scale[0]==0 && scale[1]==0 in old code
- if ( f->brushprimit_texdef.coords[0][0] == 0 && f->brushprimit_texdef.coords[1][0] == 0 && f->brushprimit_texdef.coords[0][1] == 0 && f->brushprimit_texdef.coords[1][1] == 0 ) {
- f->brushprimit_texdef.coords[0][0] = 1.0f;
- f->brushprimit_texdef.coords[1][1] = 1.0f;
- ConvertTexMatWithQTexture( &f->brushprimit_texdef, 0, &f->brushprimit_texdef, f->pShader->getTexture() );
- }
- int i;
- for ( i = 0 ; i < w.numpoints ; i++ )
- {
- x = vector3_dot( w.point_at( i ),texX );
- y = vector3_dot( w.point_at( i ),texY );
-#if 0
-#ifdef DBG_BP
- if ( g_bp_globals.bNeedConvert ) {
- // check we compute the same ST as the traditional texture computation used before
- float S = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
- float T = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
- if ( fabs( S - w.point_at( i )[3] ) > 1e-2 || fabs( T - w.point_at( i )[4] ) > 1e-2 ) {
- if ( fabs( S - w.point_at( i )[3] ) > 1e-4 || fabs( T - w.point_at( i )[4] ) > 1e-4 ) {
- globalOutputStream() << "Warning : precision loss in brush -> brush primitive texture computation\n";
- }
- else{
- globalOutputStream() << "Warning : brush -> brush primitive texture computation bug detected\n";
- }
- }
- }
-#endif
-#endif
- w.point_at( i )[3] = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
- w.point_at( i )[4] = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
- }
-}
-#endif
-
typedef float texmat_t[2][3];
void TexMat_Scale( texmat_t texmat, float s, float t ){
TexMat_Scale( texmat2, static_cast<float>( w1 ) / static_cast<float>( w2 ), static_cast<float>( h1 ) / static_cast<float>( h2 ) );
}
-#if 0
-// convert a texture matrix between two qtexture_t
-// if 0 for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
-void ConvertTexMatWithQTexture( const float texMat1[2][3], const qtexture_t *qtex1, float texMat2[2][3], const qtexture_t *qtex2 ){
- ConvertTexMatWithDimensions( texMat1, ( qtex1 ) ? qtex1->width : 2, ( qtex1 ) ? qtex1->height : 2,
- texMat2, ( qtex2 ) ? qtex2->width : 2, ( qtex2 ) ? qtex2->height : 2 );
-}
-
-void ConvertTexMatWithQTexture( const brushprimit_texdef_t *texMat1, const qtexture_t *qtex1, brushprimit_texdef_t *texMat2, const qtexture_t *qtex2 ){
- ConvertTexMatWithQTexture( texMat1->coords, qtex1, texMat2->coords, qtex2 );
-}
-#endif
-
// compute a fake shift scale rot representation from the texture matrix
// these shift scale rot values are to be understood in the local axis base
// Note: this code looks similar to Texdef_fromTransform, but the algorithm is slightly different.
bp_texdef.coords[1][2] = texdef.shift[1];
}
-#if 0 // texture locking (brush primit)
-// used for texture locking
-// will move the texture according to a geometric vector
-void ShiftTextureGeometric_BrushPrimit( face_t *f, Vector3& delta ){
- Vector3 texS,texT;
- float tx,ty;
- Vector3 M[3]; // columns of the matrix .. easier that way
- float det;
- Vector3 D[2];
- // compute plane axis base ( doesn't change with translation )
- ComputeAxisBase( f->plane.normal, texS, texT );
- // compute translation vector in plane axis base
- tx = vector3_dot( delta, texS );
- ty = vector3_dot( delta, texT );
- // fill the data vectors
- M[0][0] = tx; M[0][1] = 1.0f + tx; M[0][2] = tx;
- M[1][0] = ty; M[1][1] = ty; M[1][2] = 1.0f + ty;
- M[2][0] = 1.0f; M[2][1] = 1.0f; M[2][2] = 1.0f;
- D[0][0] = f->brushprimit_texdef.coords[0][2];
- D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
- D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
- D[1][0] = f->brushprimit_texdef.coords[1][2];
- D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
- D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
- // solve
- det = SarrusDet( M[0], M[1], M[2] );
- f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
- f->brushprimit_texdef.coords[0][1] = SarrusDet( M[0], D[0], M[2] ) / det;
- f->brushprimit_texdef.coords[0][2] = SarrusDet( M[0], M[1], D[0] ) / det;
- f->brushprimit_texdef.coords[1][0] = SarrusDet( D[1], M[1], M[2] ) / det;
- f->brushprimit_texdef.coords[1][1] = SarrusDet( M[0], D[1], M[2] ) / det;
- f->brushprimit_texdef.coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
-}
-
-// shift a texture (texture adjustments) along it's current texture axes
-// x and y are geometric values, which we must compute as ST increments
-// this depends on the texture size and the pixel/texel ratio
-void ShiftTextureRelative_BrushPrimit( face_t *f, float x, float y ){
- float s,t;
- // as a ratio against texture size
- // the scale of the texture is not relevant here (we work directly on a transformation from the base vectors)
- s = ( x * 2.0 ) / (float)f->pShader->getTexture().width;
- t = ( y * 2.0 ) / (float)f->pShader->getTexture().height;
- f->brushprimit_texdef.coords[0][2] -= s;
- f->brushprimit_texdef.coords[1][2] -= t;
-}
-#endif
-
// TTimo: FIXME: I don't like that, it feels broken
// (and it's likely that it's not used anymore)
// best fitted 2D vector is x.X+y.Y
}
}
-
-#if 0 // texdef conversion
-void BrushPrimitFaceToFace( face_t *face ){
- // we have parsed brush primitives and need conversion back to standard format
- // NOTE: converting back is a quick hack, there's some information lost and we can't do anything about it
- // FIXME: if we normalize the texture matrix to a standard 2x2 size, we end up with wrong scaling
- // I tried various tweaks, no luck .. seems shifting is lost
- brushprimit_texdef_t aux;
- ConvertTexMatWithQTexture( &face->brushprimit_texdef, face->pShader->getTexture(), &aux, 0 );
- TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
- face->texdef.scale[0] /= 2.0;
- face->texdef.scale[1] /= 2.0;
-}
-#endif
-
-
-#if 0 // texture locking (brush primit)
-// TEXTURE LOCKING -----------------------------------------------------------------------------------------------------
-// (Relevant to the editor only?)
-
-// internally used for texture locking on rotation and flipping
-// the general algorithm is the same for both lockings, it's only the geometric transformation part that changes
-// so I wanted to keep it in a single function
-// if there are more linear transformations that need the locking, going to a C++ or code pointer solution would be best
-// (but right now I want to keep brush_primit.cpp striclty C)
-
-bool txlock_bRotation;
-
-// rotation locking params
-int txl_nAxis;
-float txl_fDeg;
-Vector3 txl_vOrigin;
-
-// flip locking params
-Vector3 txl_matrix[3];
-Vector3 txl_origin;
-
-void TextureLockTransformation_BrushPrimit( face_t *f ){
- Vector3 Orig,texS,texT; // axis base of initial plane
- // used by transformation algo
- Vector3 temp; int j;
- Vector3 vRotate; // rotation vector
-
- Vector3 rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
- Vector3 rNormal,rtexS,rtexT; // axis base for the transformed plane
- Vector3 lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
- Vector3 M[3];
- float det;
- Vector3 D[2];
-
- // compute plane axis base
- ComputeAxisBase( f->plane.normal, texS, texT );
- VectorSet( Orig, 0.0f, 0.0f, 0.0f );
-
- // compute coordinates of (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) after transformation
- // (0,0) (1,0) (0,1) ( expressed in initial plane axis base ) <-> (0,0,0) texS texT ( expressed world axis base )
- // input: Orig, texS, texT (and the global locking params)
- // ouput: rOrig, rvecS, rvecT, rNormal
- if ( txlock_bRotation ) {
- // rotation vector
- VectorSet( vRotate, 0.0f, 0.0f, 0.0f );
- vRotate[txl_nAxis] = txl_fDeg;
- VectorRotateOrigin( Orig, vRotate, txl_vOrigin, rOrig );
- VectorRotateOrigin( texS, vRotate, txl_vOrigin, rvecS );
- VectorRotateOrigin( texT, vRotate, txl_vOrigin, rvecT );
- // compute normal of plane after rotation
- VectorRotate( f->plane.normal, vRotate, rNormal );
- }
- else
- {
- for ( j = 0 ; j < 3 ; j++ )
- rOrig[j] = vector3_dot( vector3_subtracted( Orig, txl_origin ), txl_matrix[j] ) + txl_origin[j];
- for ( j = 0 ; j < 3 ; j++ )
- rvecS[j] = vector3_dot( vector3_subtracted( texS, txl_origin ), txl_matrix[j] ) + txl_origin[j];
- for ( j = 0 ; j < 3 ; j++ )
- rvecT[j] = vector3_dot( vector3_subtracted( texT, txl_origin ), txl_matrix[j] ) + txl_origin[j];
- // we also need the axis base of the target plane, apply the transformation matrix to the normal too..
- for ( j = 0 ; j < 3 ; j++ )
- rNormal[j] = vector3_dot( f->plane.normal, txl_matrix[j] );
- }
-
- // compute rotated plane axis base
- ComputeAxisBase( rNormal, rtexS, rtexT );
- // compute S/T coordinates of the three points in rotated axis base ( in M matrix )
- lOrig[0] = vector3_dot( rOrig, rtexS );
- lOrig[1] = vector3_dot( rOrig, rtexT );
- lvecS[0] = vector3_dot( rvecS, rtexS );
- lvecS[1] = vector3_dot( rvecS, rtexT );
- lvecT[0] = vector3_dot( rvecT, rtexS );
- lvecT[1] = vector3_dot( rvecT, rtexT );
- M[0][0] = lOrig[0]; M[1][0] = lOrig[1]; M[2][0] = 1.0f;
- M[0][1] = lvecS[0]; M[1][1] = lvecS[1]; M[2][1] = 1.0f;
- M[0][2] = lvecT[0]; M[1][2] = lvecT[1]; M[2][2] = 1.0f;
- // fill data vector
- D[0][0] = f->brushprimit_texdef.coords[0][2];
- D[0][1] = f->brushprimit_texdef.coords[0][0] + f->brushprimit_texdef.coords[0][2];
- D[0][2] = f->brushprimit_texdef.coords[0][1] + f->brushprimit_texdef.coords[0][2];
- D[1][0] = f->brushprimit_texdef.coords[1][2];
- D[1][1] = f->brushprimit_texdef.coords[1][0] + f->brushprimit_texdef.coords[1][2];
- D[1][2] = f->brushprimit_texdef.coords[1][1] + f->brushprimit_texdef.coords[1][2];
- // solve
- det = SarrusDet( M[0], M[1], M[2] );
- f->brushprimit_texdef.coords[0][0] = SarrusDet( D[0], M[1], M[2] ) / det;
- f->brushprimit_texdef.coords[0][1] = SarrusDet( M[0], D[0], M[2] ) / det;
- f->brushprimit_texdef.coords[0][2] = SarrusDet( M[0], M[1], D[0] ) / det;
- f->brushprimit_texdef.coords[1][0] = SarrusDet( D[1], M[1], M[2] ) / det;
- f->brushprimit_texdef.coords[1][1] = SarrusDet( M[0], D[1], M[2] ) / det;
- f->brushprimit_texdef.coords[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
-}
-
-// texture locking
-// called before the points on the face are actually rotated
-void RotateFaceTexture_BrushPrimit( face_t *f, int nAxis, float fDeg, Vector3& vOrigin ){
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = true;
- txl_nAxis = nAxis;
- txl_fDeg = fDeg;
- VectorCopy( vOrigin, txl_vOrigin );
- TextureLockTransformation_BrushPrimit( f );
-}
-
-// compute the new brush primit texture matrix for a transformation matrix and a flip order flag (change plane orientation)
-// this matches the select_matrix algo used in select.cpp
-// this needs to be called on the face BEFORE any geometric transformation
-// it will compute the texture matrix that will represent the same texture on the face after the geometric transformation is done
-void ApplyMatrix_BrushPrimit( face_t *f, Vector3 matrix[3], Vector3& origin ){
- // this is a placeholder to call the general texture locking algorithm
- txlock_bRotation = false;
- VectorCopy( matrix[0], txl_matrix[0] );
- VectorCopy( matrix[1], txl_matrix[1] );
- VectorCopy( matrix[2], txl_matrix[2] );
- VectorCopy( origin, txl_origin );
- TextureLockTransformation_BrushPrimit( f );
-}
-#endif
-
// don't do C==A!
void BPMatMul( float A[2][3], float B[2][3], float C[2][3] ){
C[0][0] = A[0][0] * B[0][0] + A[0][1] * B[1][0];
C[1][2] = A[1][0] * B[0][2] + A[1][1] * B[1][2] + A[1][2];
}
-void BPMatDump( float A[2][3] ){
- globalOutputStream() << "" << A[0][0]
- << " " << A[0][1]
- << " " << A[0][2]
- << "\n" << A[1][0]
- << " " << A[1][2]
- << " " << A[1][2]
- << "\n0 0 1\n";
-}
-
void BPMatRotate( float A[2][3], float theta ){
float m[2][3];
float aux[2][3];
BPMatCopy( aux,A );
}
-#if 0 // camera-relative texture shift
-// get the relative axes of the current texturing
-void BrushPrimit_GetRelativeAxes( face_t *f, Vector3& vecS, Vector3& vecT ){
- float vS[2],vT[2];
- // first we compute them as expressed in plane axis base
- // BP matrix has coordinates of plane axis base expressed in geometric axis base
- // so we use the line vectors
- vS[0] = f->brushprimit_texdef.coords[0][0];
- vS[1] = f->brushprimit_texdef.coords[0][1];
- vT[0] = f->brushprimit_texdef.coords[1][0];
- vT[1] = f->brushprimit_texdef.coords[1][1];
- // now compute those vectors in geometric space
- Vector3 texS, texT; // axis base of the plane (geometric)
- ComputeAxisBase( f->plane.normal, texS, texT );
- // vecS[] = vS[0].texS[] + vS[1].texT[]
- // vecT[] = vT[0].texS[] + vT[1].texT[]
- vecS[0] = vS[0] * texS[0] + vS[1] * texT[0];
- vecS[1] = vS[0] * texS[1] + vS[1] * texT[1];
- vecS[2] = vS[0] * texS[2] + vS[1] * texT[2];
- vecT[0] = vT[0] * texS[0] + vT[1] * texT[0];
- vecT[1] = vT[0] * texS[1] + vT[1] * texT[1];
- vecT[2] = vT[0] * texS[2] + vT[1] * texT[2];
-}
-
-// brush primitive texture adjustments, use the camera view to map adjustments
-// ShiftTextureRelative_BrushPrimit ( s , t ) will shift relative to the texture
-void ShiftTextureRelative_Camera( face_t *f, int x, int y ){
- Vector3 vecS, vecT;
- float XY[2]; // the values we are going to send for translation
- float sgn[2]; // +1 or -1
- int axis[2];
- CamWnd* pCam;
-
- // get the two relative texture axes for the current texturing
- BrushPrimit_GetRelativeAxes( f, vecS, vecT );
-
- // center point of the face, project it on the camera space
- Vector3 C;
- VectorClear( C );
- int i;
- for ( i = 0; i < f->face_winding->numpoints; i++ )
- {
- VectorAdd( C,f->face_winding->point_at( i ),C );
- }
- VectorScale( C,1.0 / f->face_winding->numpoints,C );
-
- pCam = g_pParentWnd->GetCamWnd();
- pCam->MatchViewAxes( C, vecS, axis[0], sgn[0] );
- pCam->MatchViewAxes( C, vecT, axis[1], sgn[1] );
-
- // this happens when the two directions can't be mapped on two different directions on the screen
- // then the move will occur against a single axis
- // (i.e. the user is not positioned well enough to send understandable shift commands)
- // NOTE: in most cases this warning is not very relevant because the user would use one of the two axes
- // for which the solution is easy (the other one being unknown)
- // so this warning could be removed
- if ( axis[0] == axis[1] ) {
- globalOutputStream() << "Warning: degenerate in ShiftTextureRelative_Camera\n";
- }
-
- // compute the X Y geometric increments
- // those geometric increments will be applied along the texture axes (the ones we computed above)
- XY[0] = 0;
- XY[1] = 0;
- if ( x != 0 ) {
- // moving right/left
- XY[axis[0]] += sgn[0] * x;
- }
- if ( y != 0 ) {
- XY[axis[1]] += sgn[1] * y;
- }
- // we worked out a move along vecS vecT, and we now it's geometric amplitude
- // apply it
- ShiftTextureRelative_BrushPrimit( f, XY[0], XY[1] );
-}
-#endif
-
-
void BPTexdef_Assign( brushprimit_texdef_t& bp_td, const brushprimit_texdef_t& bp_other ){
bp_td = bp_other;
}
second = vector3_negated( second );
}
-#if 0
- globalOutputStream() << "normal: ";
- print_vector3( plane.normal() );
-
- globalOutputStream() << "from: ";
- print_vector3( first );
-
- globalOutputStream() << "to: ";
- print_vector3( second );
-#endif
Matrix4 swap = matrix4_swap_axes( first, second );
// to the transformed projection axis chosen for the original normal.
// This happens when the projection axis is ambiguous - e.g. for the plane
// 'X == Y' the projection axis could be either X or Y.
- //globalOutputStream() << "flipped\n";
-#if 0
- globalOutputStream() << "projection off by 90\n";
- globalOutputStream() << "normal: ";
- print_vector3( plane.normal() );
- globalOutputStream() << "original projection: ";
- print_vector3( originalProjectionAxis );
- globalOutputStream() << "transformed projection: ";
- print_vector3( transformedProjectionAxis );
-#endif
Matrix4 identityCorrected = matrix4_reflection_for_plane45( plane, originalProjectionAxis, transformedProjectionAxis );