remove wasteful and mostly unused matrix math helpers (pass by reference,
don't return by value)
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@@ -187,26 +187,6 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
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pOut->m[1][0] = -pOut->m[0][1];
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}
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RageMatrix RageMatrixRotationX( float theta )
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{
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RageMatrix m;
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RageMatrixRotationX( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationY( float theta )
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{
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RageMatrix m;
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RageMatrixRotationY( &m, theta );
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return m;
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}
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RageMatrix RageMatrixRotationZ( float theta )
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{
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RageMatrix m;
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RageMatrixRotationZ( &m, theta );
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return m;
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}
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/* This is similar in style to Actor::Command. However, Actors don't store
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* matrix stacks; they only store offsets and scales, and compound them into
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* a single transformations at once. This makes some things easy, but it's not
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@@ -490,13 +470,6 @@ RageMatrix RageLookAt(
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return ret;
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}
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RageMatrix RageMatrixIdentity()
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{
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RageMatrix m;
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RageMatrixIdentity( &m );
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return m;
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}
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void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
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{
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const RageVector3 angles_radians( angles * 2*PI / 360 );
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