remove wasteful and mostly unused matrix math helpers (pass by reference,
don't return by value)
This commit is contained in:
@@ -324,7 +324,8 @@ void DancingCharacters::DrawPrimitives()
|
|||||||
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
|
float fCameraHeight = SCALE( fPercentIntoSweep, 0.f, 1.f, m_fCameraHeightStart, m_fCameraHeightEnd );
|
||||||
|
|
||||||
RageVector3 m_CameraPoint( 0, fCameraHeight, -m_CameraDistance );
|
RageVector3 m_CameraPoint( 0, fCameraHeight, -m_CameraDistance );
|
||||||
const RageMatrix CameraRot = RageMatrixRotationY(fCameraPanY);
|
RageMatrix CameraRot;
|
||||||
|
RageMatrixRotationY( &CameraRot, fCameraPanY );
|
||||||
RageVec3TransformCoord( &m_CameraPoint, &m_CameraPoint, &CameraRot );
|
RageVec3TransformCoord( &m_CameraPoint, &m_CameraPoint, &CameraRot );
|
||||||
|
|
||||||
RageVector3 m_LookAt( 0, m_fLookAtHeight, 0 );
|
RageVector3 m_LookAt( 0, m_fLookAtHeight, 0 );
|
||||||
|
|||||||
@@ -187,26 +187,6 @@ void RageMatrixRotationZ( RageMatrix* pOut, float theta )
|
|||||||
pOut->m[1][0] = -pOut->m[0][1];
|
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
|
/* 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
|
* 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
|
* a single transformations at once. This makes some things easy, but it's not
|
||||||
@@ -490,13 +470,6 @@ RageMatrix RageLookAt(
|
|||||||
return ret;
|
return ret;
|
||||||
}
|
}
|
||||||
|
|
||||||
RageMatrix RageMatrixIdentity()
|
|
||||||
{
|
|
||||||
RageMatrix m;
|
|
||||||
RageMatrixIdentity( &m );
|
|
||||||
return m;
|
|
||||||
}
|
|
||||||
|
|
||||||
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
|
void RageMatrixAngles( RageMatrix* pOut, const RageVector3 &angles )
|
||||||
{
|
{
|
||||||
const RageVector3 angles_radians( angles * 2*PI / 360 );
|
const RageVector3 angles_radians( angles * 2*PI / 360 );
|
||||||
|
|||||||
@@ -28,16 +28,12 @@ void RageVec3TransformCoord( RageVector3* pOut, const RageVector3* pV, const Rag
|
|||||||
void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
|
void RageVec3TransformNormal( RageVector3* pOut, const RageVector3* pV, const RageMatrix* pM );
|
||||||
void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
|
void RageVec4TransformCoord( RageVector4* pOut, const RageVector4* pV, const RageMatrix* pM );
|
||||||
void RageMatrixIdentity( RageMatrix* pOut );
|
void RageMatrixIdentity( RageMatrix* pOut );
|
||||||
RageMatrix RageMatrixIdentity();
|
|
||||||
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB );
|
void RageMatrixMultiply( RageMatrix* pOut, const RageMatrix* pA, const RageMatrix* pB );
|
||||||
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z );
|
void RageMatrixTranslation( RageMatrix* pOut, float x, float y, float z );
|
||||||
void RageMatrixScaling( 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 RageMatrixRotationX( RageMatrix* pOut, float fTheta );
|
||||||
void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
|
void RageMatrixRotationY( RageMatrix* pOut, float fTheta );
|
||||||
void RageMatrixRotationZ( 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 RageMatrixCommand( CString sCommandString, RageMatrix &mat );
|
||||||
void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
|
void RageQuatFromHPR(RageVector4* pOut, RageVector3 hpr );
|
||||||
void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );
|
void RageQuatFromPRH(RageVector4* pOut, RageVector3 prh );
|
||||||
|
|||||||
Reference in New Issue
Block a user