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authortma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-28 18:55:31 +0000
committertma <tma@edf5b092-35ff-0310-97b2-ce42778d08ea>2005-09-28 18:55:31 +0000
commitec912002d3f75729c627cf467903c4607a529495 (patch)
treeb944aa3ec6a159d4607b3bb25cb09640bca02ddb /q3map/brush_primit.c
parentea1ca0473a510a02fff82788a2a6c8d95a6bf2d3 (diff)
downloadioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.tar.gz
ioquake3-aero-ec912002d3f75729c627cf467903c4607a529495.zip
* Removed q3map and associated common and libs directories
git-svn-id: svn://svn.icculus.org/quake3/trunk@123 edf5b092-35ff-0310-97b2-ce42778d08ea
Diffstat (limited to 'q3map/brush_primit.c')
-rw-r--r--q3map/brush_primit.c52
1 files changed, 0 insertions, 52 deletions
diff --git a/q3map/brush_primit.c b/q3map/brush_primit.c
deleted file mode 100644
index 198e90e..0000000
--- a/q3map/brush_primit.c
+++ /dev/null
@@ -1,52 +0,0 @@
-/*
-===========================================================================
-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);
-}