diff options
| author | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:31:46 -0800 |
|---|---|---|
| committer | Jørgen P. Tjernø <[email protected]> | 2013-12-02 19:46:31 -0800 |
| commit | f56bb35301836e56582a575a75864392a0177875 (patch) | |
| tree | de61ddd39de3e7df52759711950b4c288592f0dc /mp/src/mathlib/bumpvects.cpp | |
| parent | Mark some more files as text. (diff) | |
| download | source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.tar.xz source-sdk-2013-f56bb35301836e56582a575a75864392a0177875.zip | |
Fix line endings. WHAMMY.
Diffstat (limited to 'mp/src/mathlib/bumpvects.cpp')
| -rw-r--r-- | mp/src/mathlib/bumpvects.cpp | 136 |
1 files changed, 68 insertions, 68 deletions
diff --git a/mp/src/mathlib/bumpvects.cpp b/mp/src/mathlib/bumpvects.cpp index 5d1d278a..5edbe4d4 100644 --- a/mp/src/mathlib/bumpvects.cpp +++ b/mp/src/mathlib/bumpvects.cpp @@ -1,69 +1,69 @@ -//========= Copyright Valve Corporation, All rights reserved. ============//
-//
-// Purpose:
-//
-// $Workfile: $
-// $Date: $
-//
-//-----------------------------------------------------------------------------
-// $Log: $
-//
-// $NoKeywords: $
-//=============================================================================//
-
-#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB)
-
-
-#ifdef QUIVER
-#include "r_local.h"
-#endif
-#include "mathlib/bumpvects.h"
-#include "mathlib/vector.h"
-#include <assert.h>
-
-// memdbgon must be the last include file in a .cpp file!!!
-#include "tier0/memdbgon.h"
-
-// z is coming out of the face.
-
-void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal,
- const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] )
-{
- Vector tmpNormal;
- bool leftHanded;
- int i;
-
- assert( NUM_BUMP_VECTS == 3 );
-
- // Are we left or right handed?
- CrossProduct( sVect, tVect, tmpNormal );
- if( DotProduct( flatNormal, tmpNormal ) < 0.0f )
- {
- leftHanded = true;
- }
- else
- {
- leftHanded = false;
- }
-
- // Build a basis for the face around the phong normal
- matrix3x4_t smoothBasis;
- CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] );
- VectorNormalize( smoothBasis[1] );
- CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] );
- VectorNormalize( smoothBasis[0] );
- VectorCopy( phongNormal.Base(), smoothBasis[2] );
-
- if( leftHanded )
- {
- VectorNegate( smoothBasis[1] );
- }
-
- // move the g_localBumpBasis into world space to create bumpNormals
- for( i = 0; i < 3; i++ )
- {
- VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] );
- }
-}
-
+//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +// $Workfile: $ +// $Date: $ +// +//----------------------------------------------------------------------------- +// $Log: $ +// +// $NoKeywords: $ +//=============================================================================// + +#if !defined(_STATIC_LINKED) || defined(_SHARED_LIB) + + +#ifdef QUIVER +#include "r_local.h" +#endif +#include "mathlib/bumpvects.h" +#include "mathlib/vector.h" +#include <assert.h> + +// memdbgon must be the last include file in a .cpp file!!! +#include "tier0/memdbgon.h" + +// z is coming out of the face. + +void GetBumpNormals( const Vector& sVect, const Vector& tVect, const Vector& flatNormal, + const Vector& phongNormal, Vector bumpNormals[NUM_BUMP_VECTS] ) +{ + Vector tmpNormal; + bool leftHanded; + int i; + + assert( NUM_BUMP_VECTS == 3 ); + + // Are we left or right handed? + CrossProduct( sVect, tVect, tmpNormal ); + if( DotProduct( flatNormal, tmpNormal ) < 0.0f ) + { + leftHanded = true; + } + else + { + leftHanded = false; + } + + // Build a basis for the face around the phong normal + matrix3x4_t smoothBasis; + CrossProduct( phongNormal.Base(), sVect.Base(), smoothBasis[1] ); + VectorNormalize( smoothBasis[1] ); + CrossProduct( smoothBasis[1], phongNormal.Base(), smoothBasis[0] ); + VectorNormalize( smoothBasis[0] ); + VectorCopy( phongNormal.Base(), smoothBasis[2] ); + + if( leftHanded ) + { + VectorNegate( smoothBasis[1] ); + } + + // move the g_localBumpBasis into world space to create bumpNormals + for( i = 0; i < 3; i++ ) + { + VectorIRotate( g_localBumpBasis[i], smoothBasis, bumpNormals[i] ); + } +} + #endif // !_STATIC_LINKED || _SHARED_LIB
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