From 944bba77b62f00ddd6f8375d2a1ce802603a9183 Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sat, 5 Feb 2005 03:15:40 +0000 Subject: [PATCH] I don't remember what RageMatrixCommand was for. Remove it. --- stepmania/src/RageMath.cpp | 70 -------------------------------------- stepmania/src/RageMath.h | 1 - 2 files changed, 71 deletions(-) diff --git a/stepmania/src/RageMath.cpp b/stepmania/src/RageMath.cpp index 14ab1188c0..57e163ed22 100644 --- a/stepmania/src/RageMath.cpp +++ b/stepmania/src/RageMath.cpp @@ -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; cWarn( 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; diff --git a/stepmania/src/RageMath.h b/stepmania/src/RageMath.h index 77d936e644..f392a6cc97 100644 --- a/stepmania/src/RageMath.h +++ b/stepmania/src/RageMath.h @@ -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 );