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-rwxr-xr-xq3map/brush_primit.c62
1 files changed, 31 insertions, 31 deletions
diff --git a/q3map/brush_primit.c b/q3map/brush_primit.c
index 5ec44cc..198e90e 100755
--- a/q3map/brush_primit.c
+++ b/q3map/brush_primit.c
@@ -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);
+}