remove wasteful and mostly unused matrix math helpers (pass by reference,

don't return by value)
This commit is contained in:
Glenn Maynard
2005-02-05 02:42:33 +00:00
parent 9a164cd7b4
commit aceff788bf
3 changed files with 2 additions and 32 deletions
+2 -1
View File
@@ -324,7 +324,8 @@ void DancingCharacters::DrawPrimitives()
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
RageVector3 m_CameraPoint( 0, fCameraHeight, -m_CameraDistance );
const RageMatrix CameraRot = RageMatrixRotationY(fCameraPanY);
RageMatrix CameraRot;
RageMatrixRotationY( &CameraRot, fCameraPanY );
RageVec3TransformCoord( &m_CameraPoint, &m_CameraPoint, &CameraRot );
RageVector3 m_LookAt( 0, m_fLookAtHeight, 0 );
-27
View File
@@ -187,26 +187,6 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
pOut->m[1][0] = -pOut->m[0][1];
}
RageMatrix RageMatrixRotationX( float theta )
{
RageMatrix m;
RageMatrixRotationX( &m, theta );
return m;
}
RageMatrix RageMatrixRotationY( float theta )
{
RageMatrix m;
RageMatrixRotationY( &m, theta );
return m;
}
RageMatrix RageMatrixRotationZ( float theta )
{
RageMatrix m;
RageMatrixRotationZ( &m, theta );
return m;
}
/* 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
@@ -490,13 +470,6 @@ RageMatrix RageLookAt(
return ret;
}
RageMatrix RageMatrixIdentity()
{
RageMatrix m;
RageMatrixIdentity( &m );
return m;
}
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
{
const RageVector3 angles_radians( angles * 2*PI / 360 );
-4
View File
@@ -28,16 +28,12 @@ void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const Rag
void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
void RageMatrixIdentity( RageMatrix* pOut );
RageMatrix RageMatrixIdentity();
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB );
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z );
void RageMatrixScaling( RageMatrix* pOut, float x, float y, float z );
void RageMatrixRotationX( RageMatrix* pOut, float fTheta );
void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
void RageMatrixRotationZ( RageMatrix* pOut, float fTheta );
RageMatrix RageMatrixRotationX( float fTheta );
RageMatrix RageMatrixRotationY( float fTheta );
RageMatrix RageMatrixRotationZ( float fTheta );
void RageMatrixCommand( CString sCommandString, RageMatrix &mat );
void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );