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-rw-r--r--src/cgame/cg_drawtools.c53
1 files changed, 0 insertions, 53 deletions
diff --git a/src/cgame/cg_drawtools.c b/src/cgame/cg_drawtools.c
index fb34f991..06ae0713 100644
--- a/src/cgame/cg_drawtools.c
+++ b/src/cgame/cg_drawtools.c
@@ -349,59 +349,6 @@ qboolean CG_WorldToScreen( vec3_t point, float *x, float *y )
/*
================
-CG_WorldToScreenWrap
-================
-*/
-qboolean CG_WorldToScreenWrap( vec3_t point, float *x, float *y )
-{
- vec3_t trans;
- float px, py, dotForward, dotRight, dotUp, distance, propX, propY;
-
- px = tan( cg.refdef.fov_x * M_PI / 360.0f );
- py = tan( cg.refdef.fov_y * M_PI / 360.0f );
-
- VectorSubtract( point, cg.refdef.vieworg, trans );
-
- dotForward = DotProduct( trans, cg.refdef.viewaxis[ 0 ] );
- dotRight = DotProduct( trans, cg.refdef.viewaxis[ 1 ] );
- dotUp = DotProduct( trans, cg.refdef.viewaxis[ 2 ] );
-
- distance = abs( dotForward );
- propX = dotRight / ( distance * px );
- propY = dotUp / ( distance * py );
-
- // The distance along the forward axis does not make sense once the point
- // moves off-screen so we need to use either the side or the up axis instead
- if( propX < -1.0f || propX > 1.0f )
- {
- distance = abs( dotRight ) / px;
- propY = dotUp / ( distance * py );
- }
- if( propY < -1.0f || propY > 1.0f )
- {
- distance = abs( dotUp ) / py;
- propX = dotRight / ( distance * px );
- }
-
- if( x )
- *x = 320 - propX * 320;
- if( y )
- *y = 240 - propY * 240;
-
- // Snap to the edge of the screen when the point is behind us
- if( dotForward < 0.f && *x > 0 && *x < 640 && *y > 0 && *y < 480 )
- {
- if( abs( *x - 320 ) > abs( *y - 240 ) )
- *x = *x <= 320 ? 0.0f : 640;
- else
- *y = *y <= 240 ? 0.0f : 480;
- }
-
- return qtrue;
-}
-
-/*
-================
CG_KeyBinding
================
*/