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Remove now unused functions to prevent future misuse.

Graphics functions should not be used for deterministic code.
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1 parent f02f606 commit c4539a463e6abce0b18ec8bd20069e40dad5c9ec @Safety0ff Safety0ff committed
Showing with 0 additions and 38 deletions.
  1. +0 −28 lib/ivis_opengl/piematrix.cpp
  2. +0 −10 lib/ivis_opengl/piematrix.h
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28 lib/ivis_opengl/piematrix.cpp
@@ -367,22 +367,6 @@ void pie_SetGeometricOffset(int x, int y)
rendSurface.ycentre = y;
}
-
-/** Inverse rotate 3D vector with current rotation matrix.
- * @param v1 3D vector to rotate
- * @param[out] v2 inverse rotated 3D vector
- */
-void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2)
-{
- /*
- * invMatrix = transpose(sub3x3Matrix(curMatrix))
- * v2 = invMatrix . v1
- */
- v2->x = (v1->x * psMatrix->a + v1->y * psMatrix->b + v1->z * psMatrix->c) / FP12_MULTIPLIER;
- v2->y = (v1->x * psMatrix->d + v1->y * psMatrix->e + v1->z * psMatrix->f) / FP12_MULTIPLIER;
- v2->z = (v1->x * psMatrix->g + v1->y * psMatrix->h + v1->z * psMatrix->i) / FP12_MULTIPLIER;
-}
-
/** Sets up transformation matrices/quaternions and trig tables
*/
void pie_MatInit(void)
@@ -391,15 +375,3 @@ void pie_MatInit(void)
pie_MatReset();
}
-void pie_RotateTranslate3i(const Vector3i *v, Vector3i *s)
-{
- /*
- * [ 1 0 0 0 ] [ 1 0 0 0 ]
- * [ 0 0 1 0 ] [ 0 0 1 0 ]
- * s = [ 0 1 0 0 ] . curMatrix . [ 0 1 0 0 ] . v
- * [ 0 0 0 1 ] [ 0 0 0 1 ]
- */
- s->x = ((int64_t)v->x * psMatrix->a + (int64_t)v->y * psMatrix->g + (int64_t)v->z * psMatrix->d + psMatrix->j) / FP12_MULTIPLIER;
- s->y = ((int64_t)v->x * psMatrix->c + (int64_t)v->y * psMatrix->i + (int64_t)v->z * psMatrix->f + psMatrix->l) / FP12_MULTIPLIER;
- s->z = ((int64_t)v->x * psMatrix->b + (int64_t)v->y * psMatrix->h + (int64_t)v->z * psMatrix->e + psMatrix->k) / FP12_MULTIPLIER;
-}
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10 lib/ivis_opengl/piematrix.h
@@ -33,15 +33,6 @@
//*************************************************************************
/*!
- * Rotate and translate v with the worldmatrix. Store the result in s
- * Float variant
- * \param[in] v Vector to translate
- * \param[out] s Resulting vector
- */
-void pie_RotateTranslate3i(const Vector3i *v, Vector3i *s);
-
-
-/*!
* Calculate surface normal
* Eg. if a polygon (with n points in clockwise order) normal is required,
* \c p1 = point 0, \c p2 = point 1, \c p3 = point n-1
@@ -78,7 +69,6 @@ extern void pie_PerspectiveEnd(void);
//*************************************************************************
-extern void pie_VectorInverseRotate0(const Vector3i *v1, Vector3i *v2);
extern void pie_SetGeometricOffset(int x, int y);
extern void pie_Begin3DScene(void);

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