I don't remember what RageMatrixCommand was for. Remove it.

This commit is contained in:
Glenn Maynard
2005-02-05 03:15:40 +00:00
parent 3e389c103b
commit 944bba77b6
2 changed files with 0 additions and 71 deletions
-70
View File
@@ -274,76 +274,6 @@ void RageMatrixRotationXYZ( RageMatrix* pOut, float rX, float rY, float rZ )
pOut->m33 = 1;
}
/* This is similar in style to Actor::Command. However, Actors don't store
* matrix stacks; they only store offsets and scales, and compound them into
* a single transformations at once. This makes some things easy, but it's not
* convenient for generic 3d transforms. For that, we have this, which has the
* small subset of the actor commands that applies to raw matrices, and we apply
* commands in the order given. "scale,2;x,1;" is very different from
* "x,1;scale,2;". */
static CString GetParam( const CStringArray& sParams, int iIndex, int& iMaxIndexAccessed )
{
iMaxIndexAccessed = max( iIndex, iMaxIndexAccessed );
if( iIndex < int(sParams.size()) )
return sParams[iIndex];
else
return "";
}
void RageMatrixCommand( CString sCommandString, RageMatrix &mat )
{
CStringArray asCommands;
split( sCommandString, ";", asCommands, true );
for( unsigned c=0; c<asCommands.size(); c++ )
{
CStringArray asTokens;
split( asCommands[c], ",", asTokens, true );
int iMaxIndexAccessed = 0;
#define sArg(i) (GetParam(asTokens,i,iMaxIndexAccessed))
#define fArg(i) (strtof(sArg(i),NULL))
#define iArg(i) (atoi(sArg(i)))
#define bArg(i) (iArg(i)!=0)
CString& sName = asTokens[0];
sName.MakeLower();
RageMatrix b;
// Act on command
if( sName=="x" ) RageMatrixTranslation( &b, fArg(1),0,0 );
else if( sName=="y" ) RageMatrixTranslation( &b, 0,fArg(1),0 );
else if( sName=="z" ) RageMatrixTranslation( &b, 0,0,fArg(1) );
else if( sName=="zoomx" ) RageMatrixScaling(&b, fArg(1),1,1 );
else if( sName=="zoomy" ) RageMatrixScaling(&b, 1,fArg(1),1 );
else if( sName=="zoomz" ) RageMatrixScaling(&b, 1,1,fArg(1) );
else if( sName=="rotationx" ) RageMatrixRotationX( &b, fArg(1) );
else if( sName=="rotationy" ) RageMatrixRotationY( &b, fArg(1) );
else if( sName=="rotationz" ) RageMatrixRotationZ( &b, fArg(1) );
else
{
CString sError = ssprintf( "MatrixCommand: Unrecognized matrix command name '%s' in command string '%s'.", sName.c_str(), sCommandString.c_str() );
LOG->Warn( sError );
Dialog::OK( sError );
continue;
}
if( iMaxIndexAccessed != (int)asTokens.size()-1 )
{
CString sError = ssprintf( "MatrixCommand: Wrong number of parameters in command '%s'. Expected %d but there are %d.", join(",",asTokens).c_str(), iMaxIndexAccessed+1, (int)asTokens.size() );
LOG->Warn( sError );
Dialog::OK( sError );
continue;
}
RageMatrix a(mat);
RageMatrixMultiply(&mat, &a, &b);
}
}
void RageQuatMultiply( RageVector4* pOut, const RageVector4 &pA, const RageVector4 &pB )
{
RageVector4 out;
-1
View File
@@ -36,7 +36,6 @@ void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
void RageMatrixRotationXYZ( RageMatrix* pOut, float rX, float rY, float rZ );
void RageMatrixCommand( CString sCommandString, RageMatrix &mat );
void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );
void RageMatrixFromQuat( RageMatrix* pOut, const RageVector4 q );