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q3tonorm by JazzD
1
CVector3 q3toNorm(CVector3 &inp) { // Notice that we need to convert quake coordinate system to ours, the formula is: // NewX = QuakeX // NewY = QuakeZ // NewZ = -QuakeY CVector3 outp; outp.x = inp.x; outp.y = inp.z; outp.z = inp.y * -1; return outp; }