/*
-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
+ */
#include "stdafx.h"
// compute a determinant using Sarrus rule
//++timo "inline" this with a macro
// NOTE : the three vec3_t are understood as columns of the matrix
-vec_t SarrusDet(vec3_t a, vec3_t b, vec3_t c)
-{
- return a[0]*b[1]*c[2]+b[0]*c[1]*a[2]+c[0]*a[1]*b[2]
- -c[0]*b[1]*a[2]-a[1]*b[0]*c[2]-a[0]*b[2]*c[1];
+vec_t SarrusDet( vec3_t a, vec3_t b, vec3_t c ){
+ return a[0] * b[1] * c[2] + b[0] * c[1] * a[2] + c[0] * a[1] * b[2]
+ - c[0] * b[1] * a[2] - a[1] * b[0] * c[2] - a[0] * b[2] * c[1];
}
// in many case we know three points A,B,C in two axis base B1 and B2
// NOTE: the third coord of the A,B,C point is ignored
// NOTE: see the commented out section to fill M and D
//++timo TODO: update the other members to use this when possible
-void MatrixForPoints( vec3_t M[3], vec3_t D[2], brushprimit_texdef_t *T )
-{
+void MatrixForPoints( vec3_t M[3], vec3_t D[2], brushprimit_texdef_t *T ){
// vec3_t M[3]; // columns of the matrix .. easier that way (the indexing is not standard! it's column-line .. later computations are easier that way)
vec_t det;
// vec3_t D[2];
- M[2][0]=1.0f; M[2][1]=1.0f; M[2][2]=1.0f;
+ 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];
+ 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[1][2] = SarrusDet( M[0], M[1], D[1] ) / det;
}
-//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
+//++timo replace everywhere texX by texS etc. ( ----> and in q3map !)
// NOTE : ComputeAxisBase here and in q3map 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 texS,vec3_t texT )
-{
+void ComputeAxisBase( vec3_t normal,vec3_t texS,vec3_t texT ){
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;
- RotY=-atan2(normal[2],sqrt(normal[1]*normal[1]+normal[0]*normal[0]));
- RotZ=atan2(normal[1],normal[0]);
+ 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;
+ 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);
+ texT[0] = -sin( RotY ) * cos( RotZ );
+ texT[1] = -sin( RotY ) * sin( RotZ );
+ texT[2] = -cos( RotY );
}
-void FaceToBrushPrimitFace(face_t *f)
-{
+void FaceToBrushPrimitFace( face_t *f ){
vec3_t texX,texY;
vec3_t proj;
// ST of (0,0) (1,0) (0,1)
vec_t 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); */
+ 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 )
- {
- Sys_Printf("Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n");
+ if ( f->plane.normal[0] == 0.0f && f->plane.normal[1] == 0.0f && f->plane.normal[2] == 0.0f ) {
+ Sys_Printf( "Warning : f->plane.normal is (0,0,0) in FaceToBrushPrimitFace\n" );
}
// check d_texture
- if (!f->d_texture)
- {
- Sys_Printf("Warning : f.d_texture is NULL in FaceToBrushPrimitFace\n");
+ if ( !f->d_texture ) {
+ Sys_Printf( "Warning : f.d_texture is NULL in FaceToBrushPrimitFace\n" );
return;
}
#endif
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ ComputeAxisBase( f->plane.normal,texX,texY );
// compute projection vector
- VectorCopy(f->plane.normal,proj);
- VectorScale(proj,f->plane.dist,proj);
+ 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->d_texture, f);
- VectorCopy(texX,ST[1]);
- VectorAdd(ST[1],proj,ST[1]);
- EmitTextureCoordinates(ST[1], f->d_texture, f);
- VectorCopy(texY,ST[2]);
- VectorAdd(ST[2],proj,ST[2]);
- EmitTextureCoordinates(ST[2], f->d_texture, f);
+ VectorCopy( proj,ST[0] );
+ EmitTextureCoordinates( ST[0], f->d_texture, f );
+ VectorCopy( texX,ST[1] );
+ VectorAdd( ST[1],proj,ST[1] );
+ EmitTextureCoordinates( ST[1], f->d_texture, f );
+ VectorCopy( texY,ST[2] );
+ VectorAdd( ST[2],proj,ST[2] );
+ EmitTextureCoordinates( ST[2], f->d_texture, 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];
+ 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_t * w)
-{
+void EmitBrushPrimitTextureCoordinates( face_t * f, winding_t * w ){
vec3_t texX,texY;
vec_t x,y;
// compute axis base
- ComputeAxisBase(f->plane.normal,texX,texY);
+ 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)
- {
+ 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, NULL, &f->brushprimit_texdef, f->d_texture );
}
int i;
- for (i=0 ; i<w->numpoints ; i++)
+ for ( i = 0 ; i < w->numpoints ; i++ )
{
- x=DotProduct(w->points[i],texX);
- y=DotProduct(w->points[i],texY);
+ x = DotProduct( w->points[i],texX );
+ y = DotProduct( w->points[i],texY );
#ifdef DBG_BP
- if (g_qeglobals.bNeedConvert)
- {
+ if ( g_qeglobals.bNeedConvert ) {
// check we compute the same ST as the traditional texture computation used before
- vec_t S=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- vec_t 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->points[i][3])>1e-2 || fabs(T-w->points[i][4])>1e-2 )
- {
- if ( fabs(S-w->points[i][3])>1e-4 || fabs(T-w->points[i][4])>1e-4 )
- Sys_Printf("Warning : precision loss in brush -> brush primitive texture computation\n");
- else
- Sys_Printf("Warning : brush -> brush primitive texture computation bug detected\n");
+ vec_t S = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ vec_t 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->points[i][3] ) > 1e-2 || fabs( T - w->points[i][4] ) > 1e-2 ) {
+ if ( fabs( S - w->points[i][3] ) > 1e-4 || fabs( T - w->points[i][4] ) > 1e-4 ) {
+ Sys_Printf( "Warning : precision loss in brush -> brush primitive texture computation\n" );
+ }
+ else{
+ Sys_Printf( "Warning : brush -> brush primitive texture computation bug detected\n" );
+ }
}
}
#endif
- w->points[i][3]=f->brushprimit_texdef.coords[0][0]*x+f->brushprimit_texdef.coords[0][1]*y+f->brushprimit_texdef.coords[0][2];
- w->points[i][4]=f->brushprimit_texdef.coords[1][0]*x+f->brushprimit_texdef.coords[1][1]*y+f->brushprimit_texdef.coords[1][2];
+ w->points[i][3] = f->brushprimit_texdef.coords[0][0] * x + f->brushprimit_texdef.coords[0][1] * y + f->brushprimit_texdef.coords[0][2];
+ w->points[i][4] = f->brushprimit_texdef.coords[1][0] * x + f->brushprimit_texdef.coords[1][1] * y + f->brushprimit_texdef.coords[1][2];
}
}
// 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
-void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] )
-{
+void TexMatToFakeTexCoords( vec_t texMat[2][3], float shift[2], float *rot, float scale[2] ){
#ifdef DBG_BP
// check this matrix is orthogonal
- if (fabs(texMat[0][0]*texMat[0][1]+texMat[1][0]*texMat[1][1])>ZERO_EPSILON)
- Sys_Printf("Warning : non orthogonal texture matrix in TexMatToFakeTexCoords\n");
+ if ( fabs( texMat[0][0] * 1.0L * texMat[0][1] + texMat[1][0] * 1.0L * texMat[1][1] ) > ZERO_EPSILON ) {
+ Sys_Printf( "Warning : non orthogonal texture matrix in TexMatToFakeTexCoords\n" );
+ }
#endif
- scale[0]=sqrt(texMat[0][0]*texMat[0][0]+texMat[1][0]*texMat[1][0]);
- scale[1]=sqrt(texMat[0][1]*texMat[0][1]+texMat[1][1]*texMat[1][1]);
+ scale[0] = sqrt( texMat[0][0] * 1.0L * texMat[0][0] + texMat[1][0] * 1.0L * texMat[1][0] );
+ scale[1] = sqrt( texMat[0][1] * 1.0L * texMat[0][1] + texMat[1][1] * 1.0L * texMat[1][1] );
#ifdef DBG_BP
- if (scale[0]<ZERO_EPSILON || scale[1]<ZERO_EPSILON)
- Sys_Printf("Warning : unexpected scale==0 in TexMatToFakeTexCoords\n");
+ if ( scale[0] < ZERO_EPSILON || scale[1] < ZERO_EPSILON ) {
+ Sys_Printf( "Warning : unexpected scale==0 in TexMatToFakeTexCoords\n" );
+ }
#endif
// compute rotate value
- if (fabs(texMat[0][0])<ZERO_EPSILON)
- {
+ if ( fabs( texMat[0][0] ) < ZERO_EPSILON ) {
#ifdef DBG_BP
// check brushprimit_texdef[1][0] is not zero
- if (fabs(texMat[1][0])<ZERO_EPSILON)
- Sys_Printf("Warning : unexpected texdef[1][0]==0 in TexMatToFakeTexCoords\n");
+ if ( fabs( texMat[1][0] ) < ZERO_EPSILON ) {
+ Sys_Printf( "Warning : unexpected texdef[1][0]==0 in TexMatToFakeTexCoords\n" );
+ }
#endif
// rotate is +-90
- if (texMat[1][0]>0)
- *rot=90.0f;
- else
- *rot=-90.0f;
+ if ( texMat[1][0] > 0 ) {
+ *rot = 90.0f;
+ }
+ else{
+ *rot = -90.0f;
+ }
+ }
+ else{
+ *rot = RAD2DEG( atan2( texMat[1][0] * 1.0L, texMat[0][0] * 1.0L ) );
}
- else
- *rot = RAD2DEG( atan2( texMat[1][0], texMat[0][0] ) );
shift[0] = -texMat[0][2];
shift[1] = texMat[1][2];
}
// compute back the texture matrix from fake shift scale rot
// the matrix returned must be understood as a qtexture_t with width=2 height=2 ( the default one )
-void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] )
-{
- texMat[0][0] = scale[0] * cos( DEG2RAD( rot ) );
- texMat[1][0] = scale[0] * sin( DEG2RAD( rot ) );
- texMat[0][1] = -1.0f * scale[1] * sin( DEG2RAD( rot ) );
- texMat[1][1] = scale[1] * cos( DEG2RAD( rot ) );
+void FakeTexCoordsToTexMat( float shift[2], float rot, float scale[2], vec_t texMat[2][3] ){
+ texMat[0][0] = scale[0] * 1.0L * cos( DEG2RAD( 1.0L * rot ) );
+ texMat[1][0] = scale[0] * 1.0L * sin( DEG2RAD( 1.0L * rot ) );
+ texMat[0][1] = -scale[1] * 1.0L * sin( DEG2RAD( 1.0L * rot ) );
+ texMat[1][1] = scale[1] * 1.0L * cos( DEG2RAD( 1.0L * rot ) );
texMat[0][2] = -shift[0];
texMat[1][2] = shift[1];
}
// convert a texture matrix between two qtexture_t
// if NULL for qtexture_t, basic 2x2 texture is assumed ( straight mapping between s/t coordinates and geometric coordinates )
-void ConvertTexMatWithQTexture( vec_t texMat1[2][3], qtexture_t *qtex1, vec_t texMat2[2][3], qtexture_t *qtex2 )
-{
+void ConvertTexMatWithQTexture( vec_t texMat1[2][3], qtexture_t *qtex1, vec_t texMat2[2][3], qtexture_t *qtex2 ){
float s1,s2;
s1 = ( qtex1 ? static_cast<float>( qtex1->width ) : 2.0f ) / ( qtex2 ? static_cast<float>( qtex2->width ) : 2.0f );
s2 = ( qtex1 ? static_cast<float>( qtex1->height ) : 2.0f ) / ( qtex2 ? static_cast<float>( qtex2->height ) : 2.0f );
- texMat2[0][0]=s1*texMat1[0][0];
- texMat2[0][1]=s1*texMat1[0][1];
- texMat2[0][2]=s1*texMat1[0][2];
- texMat2[1][0]=s2*texMat1[1][0];
- texMat2[1][1]=s2*texMat1[1][1];
- texMat2[1][2]=s2*texMat1[1][2];
+ texMat2[0][0] = s1 * texMat1[0][0];
+ texMat2[0][1] = s1 * texMat1[0][1];
+ texMat2[0][2] = s1 * texMat1[0][2];
+ texMat2[1][0] = s2 * texMat1[1][0];
+ texMat2[1][1] = s2 * texMat1[1][1];
+ texMat2[1][2] = s2 * texMat1[1][2];
}
-void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 )
-{
- ConvertTexMatWithQTexture(texMat1->coords, qtex1, texMat2->coords, qtex2);
+void ConvertTexMatWithQTexture( brushprimit_texdef_t *texMat1, qtexture_t *qtex1, brushprimit_texdef_t *texMat2, qtexture_t *qtex2 ){
+ ConvertTexMatWithQTexture( texMat1->coords, qtex1, texMat2->coords, qtex2 );
}
// used for texture locking
// will move the texture according to a geometric vector
-void ShiftTextureGeometric_BrushPrimit(face_t *f, vec3_t delta)
-{
+void ShiftTextureGeometric_BrushPrimit( face_t *f, vec3_t delta ){
vec3_t texS,texT;
vec_t tx,ty;
vec3_t M[3]; // columns of the matrix .. easier that way
tx = DotProduct( delta, texS );
ty = DotProduct( 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];
+ 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;
// 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->d_texture->width;
- t = (y * 2.0) / (float)f->d_texture->height;
- f->brushprimit_texdef.coords[0][2] -= s;
- f->brushprimit_texdef.coords[1][2] -= t;
+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->d_texture->width;
+ t = ( y * 2.0 ) / (float)f->d_texture->height;
+ f->brushprimit_texdef.coords[0][2] -= s;
+ f->brushprimit_texdef.coords[1][2] -= t;
}
// 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
-void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y )
-{
+void ComputeBest2DVector( vec3_t v, vec3_t X, vec3_t Y, int &x, int &y ){
double sx,sy;
sx = DotProduct( v, X );
sy = DotProduct( v, Y );
- if ( fabs(sy) > fabs(sx) )
- {
+ if ( fabs( sy ) > fabs( sx ) ) {
x = 0;
- if ( sy > 0.0 )
+ if ( sy > 0.0 ) {
y = 1;
- else
+ }
+ else{
y = -1;
+ }
}
else
{
y = 0;
- if ( sx > 0.0 )
+ if ( sx > 0.0 ) {
x = 1;
- else
+ }
+ else{
x = -1;
+ }
}
}
// can be improved .. bug #107311
// mins and maxs are the face bounding box
//++timo fixme: we use the face info, mins and maxs are irrelevant
-void Face_FitTexture_BrushPrimit( face_t *f, vec3_t mins, vec3_t maxs, int nHeight, int nWidth )
-{
+void Face_FitTexture_BrushPrimit( face_t *f, vec3_t mins, vec3_t maxs, int nHeight, int nWidth ){
vec3_t BBoxSTMin, BBoxSTMax;
winding_t *w;
int i,j;
vec3_t M[3],D[2];
// vec3_t N[2],Mf[2];
brushprimit_texdef_t N;
- vec3_t Mf[2];
+ vec3_t Mf[2];
// we'll be working on a standardized texture size
EmitBrushPrimitTextureCoordinates( f, f->face_winding );
ClearBounds( BBoxSTMin, BBoxSTMax );
w = f->face_winding;
- for (i=0 ; i<w->numpoints ; i++)
- {
+ for ( i = 0 ; i < w->numpoints ; i++ )
+ {
// AddPointToBounds in 2D on (S,T) coordinates
- for (j=0 ; j<2 ; j++)
+ for ( j = 0 ; j < 2 ; j++ )
{
- val = w->points[i][j+3];
- if (val < BBoxSTMin[j])
+ val = w->points[i][j + 3];
+ if ( val < BBoxSTMin[j] ) {
BBoxSTMin[j] = val;
- if (val > BBoxSTMax[j])
+ }
+ if ( val > BBoxSTMax[j] ) {
BBoxSTMax[j] = val;
+ }
}
- }
+ }
// we have the three points of the BBox (BBoxSTMin[0].BBoxSTMin[1]) (BBoxSTMax[0],BBoxSTMin[1]) (BBoxSTMin[0],BBoxSTMax[1]) in ST space
- // the BP matrix we are looking for gives (0,0) (nwidth,0) (0,nHeight) coordinates in (Sfit,Tfit) space to these three points
+ // the BP matrix we are looking for gives (0,0) (nwidth,0) (0,nHeight) coordinates in (Sfit,Tfit) space to these three points
// we have A(Sfit,Tfit) = (0,0) = Mf * A(TexS,TexT) = N * M * A(TexS,TexT) = N * A(S,T)
// so we solve the system for N and then Mf = N * M
M[0][0] = BBoxSTMin[0]; M[0][1] = BBoxSTMax[0]; M[0][2] = BBoxSTMin[0];
M[1][0] = BBoxSTMin[1]; M[1][1] = BBoxSTMin[1]; M[1][2] = BBoxSTMax[1];
D[0][0] = 0.0f; D[0][1] = nWidth; D[0][2] = 0.0f;
D[1][0] = 0.0f; D[1][1] = 0.0f; D[1][2] = nHeight;
- MatrixForPoints( M, D, &N );
+ MatrixForPoints( M, D, &N );
#if 0
- // FIT operation gives coordinates of three points of the bounding box in (S',T'), our target axis base
+ // FIT operation gives coordinates of three points of the bounding box in (S',T'), our target axis base
// A(S',T')=(0,0) B(S',T')=(nWidth,0) C(S',T')=(0,nHeight)
// and we have them in (S,T) axis base: A(S,T)=(BBoxSTMin[0],BBoxSTMin[1]) B(S,T)=(BBoxSTMax[0],BBoxSTMin[1]) C(S,T)=(BBoxSTMin[0],BBoxSTMax[1])
// we compute the N transformation so that: A(S',T') = N * A(S,T)
- VectorSet( N[0], (BBoxSTMax[0]-BBoxSTMin[0])/(float)nWidth, 0.0f, BBoxSTMin[0] );
- VectorSet( N[1], 0.0f, (BBoxSTMax[1]-BBoxSTMin[1])/(float)nHeight, BBoxSTMin[1] );
+ VectorSet( N[0], ( BBoxSTMax[0] - BBoxSTMin[0] ) / (float)nWidth, 0.0f, BBoxSTMin[0] );
+ VectorSet( N[1], 0.0f, ( BBoxSTMax[1] - BBoxSTMin[1] ) / (float)nHeight, BBoxSTMin[1] );
#endif
// the final matrix is the product (Mf stands for Mfit)
- Mf[0][0] = N.coords[0][0] * f->brushprimit_texdef.coords[0][0] + N.coords[0][1] * f->brushprimit_texdef.coords[1][0];
+ Mf[0][0] = N.coords[0][0] * f->brushprimit_texdef.coords[0][0] + N.coords[0][1] * f->brushprimit_texdef.coords[1][0];
Mf[0][1] = N.coords[0][0] * f->brushprimit_texdef.coords[0][1] + N.coords[0][1] * f->brushprimit_texdef.coords[1][1];
Mf[0][2] = N.coords[0][0] * f->brushprimit_texdef.coords[0][2] + N.coords[0][1] * f->brushprimit_texdef.coords[1][2] + N.coords[0][2];
- Mf[1][0] = N.coords[1][0] * f->brushprimit_texdef.coords[0][0] + N.coords[1][1] * f->brushprimit_texdef.coords[1][0];
+ Mf[1][0] = N.coords[1][0] * f->brushprimit_texdef.coords[0][0] + N.coords[1][1] * f->brushprimit_texdef.coords[1][0];
Mf[1][1] = N.coords[1][0] * f->brushprimit_texdef.coords[0][1] + N.coords[1][1] * f->brushprimit_texdef.coords[1][1];
Mf[1][2] = N.coords[1][0] * f->brushprimit_texdef.coords[0][2] + N.coords[1][1] * f->brushprimit_texdef.coords[1][2] + N.coords[1][2];
// copy back
// ConvertTexMatWithQTexture( &f->brushprimit_texdef, NULL, &f->brushprimit_texdef, f->d_texture );
}
-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->d_texture, &aux, NULL );
- TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
- face->texdef.scale[0]/=2.0;
- face->texdef.scale[1]/=2.0;
+void BrushPrimitFaceToFace( face_t *f ){
+#if 0
+ // 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->d_texture, &aux, NULL );
+ TexMatToFakeTexCoords( aux.coords, face->texdef.shift, &face->texdef.rotate, face->texdef.scale );
+ face->texdef.scale[0] /= 2.0;
+ face->texdef.scale[1] /= 2.0;
+#else
+ // new method by divVerent@alientrap.org: Shift and scale no longer get lost when opening a BP map in texdef mode.
+ vec3_t texX,texY;
+ vec3_t proj;
+ vec_t ST[3][5];
+
+ ComputeAxisBase( f->plane.normal,texX,texY );
+ VectorCopy( f->plane.normal,proj );
+ VectorScale( proj,f->plane.dist,proj );
+ VectorCopy( proj,ST[0] );
+ VectorCopy( texX,ST[1] );
+ VectorAdd( ST[1],proj,ST[1] );
+ VectorCopy( texY,ST[2] );
+ VectorAdd( ST[2],proj,ST[2] );
+
+ ST[0][3] = f->brushprimit_texdef.coords[0][2];
+ ST[0][4] = f->brushprimit_texdef.coords[1][2];
+ ST[1][3] = f->brushprimit_texdef.coords[0][0] + ST[0][3];
+ ST[1][4] = f->brushprimit_texdef.coords[1][0] + ST[0][4];
+ ST[2][3] = f->brushprimit_texdef.coords[0][1] + ST[0][3];
+ ST[2][4] = f->brushprimit_texdef.coords[1][1] + ST[0][4];
+
+ Face_TexdefFromTextureCoordinates( ST[0], ST[1], ST[2], f->d_texture, f );
+#endif
}
// TEXTURE LOCKING -----------------------------------------------------------------------------------------------------
vec3_t txl_matrix[3];
vec3_t txl_origin;
-void TextureLockTransformation_BrushPrimit(face_t *f)
-{
- vec3_t Orig,texS,texT; // axis base of initial plane
- // used by transformation algo
- vec3_t temp; int j;
- vec3_t vRotate; // rotation vector
+void TextureLockTransformation_BrushPrimit( face_t *f ){
+ vec3_t Orig,texS,texT; // axis base of initial plane
+ // used by transformation algo
+ vec3_t temp; int j;
+ vec3_t vRotate; // rotation vector
- vec3_t rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
- vec3_t rNormal,rtexS,rtexT; // axis base for the transformed plane
- vec3_t lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
+ vec3_t rOrig,rvecS,rvecT; // geometric transformation of (0,0) (1,0) (0,1) { initial plane axis base }
+ vec3_t rNormal,rtexS,rtexT; // axis base for the transformed plane
+ vec3_t lOrig,lvecS,lvecT; // [2] are not used ( but usefull for debugging )
vec3_t M[3];
vec_t det;
vec3_t D[2];
// compute plane axis base
ComputeAxisBase( f->plane.normal, texS, texT );
- VectorSet(Orig, 0.0f, 0.0f, 0.0f);
+ 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
- {
- VectorSubtract (Orig, txl_origin, temp);
- for (j=0 ; j<3 ; j++)
- rOrig[j] = DotProduct(temp, txl_matrix[j]) + txl_origin[j];
- VectorSubtract (texS, txl_origin, temp);
- for (j=0 ; j<3 ; j++)
- rvecS[j] = DotProduct(temp, txl_matrix[j]) + txl_origin[j];
- VectorSubtract (texT, txl_origin, temp);
- for (j=0 ; j<3 ; j++)
- rvecT[j] = DotProduct(temp, 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] = DotProduct(f->plane.normal, txl_matrix[j]);
- }
+ // 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
+ {
+ VectorSubtract( Orig, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rOrig[j] = DotProduct( temp, txl_matrix[j] ) + txl_origin[j];
+ VectorSubtract( texS, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecS[j] = DotProduct( temp, txl_matrix[j] ) + txl_origin[j];
+ VectorSubtract( texT, txl_origin, temp );
+ for ( j = 0 ; j < 3 ; j++ )
+ rvecT[j] = DotProduct( temp, 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] = DotProduct( f->plane.normal, txl_matrix[j] );
+ }
// compute rotated plane axis base
ComputeAxisBase( rNormal, rtexS, rtexT );
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];
+ 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;
// texture locking
// called before the points on the face are actually rotated
-void RotateFaceTexture_BrushPrimit(face_t *f, int nAxis, float fDeg, vec3_t 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);
+void RotateFaceTexture_BrushPrimit( face_t *f, int nAxis, float fDeg, vec3_t 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, vec3_t matrix[3], vec3_t 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);
+void ApplyMatrix_BrushPrimit( face_t *f, vec3_t matrix[3], vec3_t 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 );
}
// don't do C==A!
-void BPMatMul(vec_t A[2][3], vec_t B[2][3], vec_t C[2][3])
-{
- C[0][0] = A[0][0]*B[0][0]+A[0][1]*B[1][0];
- C[1][0] = A[1][0]*B[0][0]+A[1][1]*B[1][0];
- C[0][1] = A[0][0]*B[0][1]+A[0][1]*B[1][1];
- C[1][1] = A[1][0]*B[0][1]+A[1][1]*B[1][1];
- C[0][2] = A[0][0]*B[0][2]+A[0][1]*B[1][2]+A[0][2];
- C[1][2] = A[1][0]*B[0][2]+A[1][1]*B[1][2]+A[1][2];
+void BPMatMul( vec_t A[2][3], vec_t B[2][3], vec_t C[2][3] ){
+ C[0][0] = A[0][0] * B[0][0] + A[0][1] * B[1][0];
+ C[1][0] = A[1][0] * B[0][0] + A[1][1] * B[1][0];
+ C[0][1] = A[0][0] * B[0][1] + A[0][1] * B[1][1];
+ C[1][1] = A[1][0] * B[0][1] + A[1][1] * B[1][1];
+ C[0][2] = A[0][0] * B[0][2] + A[0][1] * B[1][2] + A[0][2];
+ C[1][2] = A[1][0] * B[0][2] + A[1][1] * B[1][2] + A[1][2];
}
-void BPMatDump(vec_t A[2][3])
-{
- Sys_Printf("%g %g %g\n%g %g %g\n0 0 1\n", A[0][0], A[0][1], A[0][2], A[1][0], A[1][1], A[1][2]);
+void BPMatDump( vec_t A[2][3] ){
+ Sys_Printf( "%g %g %g\n%g %g %g\n0 0 1\n", A[0][0], A[0][1], A[0][2], A[1][0], A[1][1], A[1][2] );
}
-void BPMatRotate(vec_t A[2][3], float theta)
-{
- vec_t m[2][3];
- vec_t aux[2][3];
- memset(&m, 0, sizeof(vec_t)*6);
- m[0][0] = cos(theta*Q_PI/180.0);
- m[0][1] = -sin(theta*Q_PI/180.0);
- m[1][0] = -m[0][1];
- m[1][1] = m[0][0];
- BPMatMul(A, m, aux);
- BPMatCopy(aux,A);
+void BPMatRotate( vec_t A[2][3], float theta ){
+ vec_t m[2][3];
+ vec_t aux[2][3];
+ memset( &m, 0, sizeof( vec_t ) * 6 );
+ m[0][0] = cos( theta * Q_PI / 180.0 );
+ m[0][1] = -sin( theta * Q_PI / 180.0 );
+ m[1][0] = -m[0][1];
+ m[1][1] = m[0][0];
+ BPMatMul( A, m, aux );
+ BPMatCopy( aux,A );
}
// get the relative axes of the current texturing
-void BrushPrimit_GetRelativeAxes(face_t *f, vec3_t vecS, vec3_t vecT)
-{
- vec_t 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
- vec3_t 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];
+void BrushPrimit_GetRelativeAxes( face_t *f, vec3_t vecS, vec3_t vecT ){
+ vec_t 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
+ vec3_t 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];
}
// GL matrix 4x4 product (3D homogeneous matrix)
// NOTE: the crappy thing is that GL doesn't follow the standard convention [line][column]
// otherwise it's all good
-void GLMatMul(vec_t M[4][4], vec_t A[4], vec_t B[4])
-{
- unsigned short i,j;
- for (i=0;i<4;i++)
- {
- B[i] = 0.0;
- for (j=0;j<4;j++)
- {
- B[i] += M[j][i]*A[j];
- }
- }
+void GLMatMul( vec_t M[4][4], vec_t A[4], vec_t B[4] ){
+ unsigned short i,j;
+ for ( i = 0; i < 4; i++ )
+ {
+ B[i] = 0.0;
+ for ( j = 0; j < 4; j++ )
+ {
+ B[i] += M[j][i] * A[j];
+ }
+ }
}
-qboolean IsBrushPrimitMode()
-{
- return(g_qeglobals.m_bBrushPrimitMode);
+qboolean IsBrushPrimitMode(){
+ return( g_qeglobals.m_bBrushPrimitMode );
}