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
-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 );