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author | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-05-22 21:42:54 +0100 |
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committer | Graham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com> | 2018-05-22 21:42:54 +0100 |
commit | 13536bb273b7413aa4461c8eeaf5a6a865f4234d (patch) | |
tree | 62dd3daf2dad884b40ae440d4c11cafb3656c170 /indra/llmath/m4math.h | |
parent | ae5f24eb4d8a215cc26ef45ababc6ddec8f28edb (diff) |
Remove some obsolete sky funcs.
Remove Matrix3/4 funcs using LLQuat 4-float init incorrectly
(they are redundant to angle/axis versions anyway).
Fix up tests referring to removed funcs above.
Diffstat (limited to 'indra/llmath/m4math.h')
-rw-r--r-- | indra/llmath/m4math.h | 6 |
1 files changed, 0 insertions, 6 deletions
diff --git a/indra/llmath/m4math.h b/indra/llmath/m4math.h index a77c5bc76d..bf60adb9b6 100644 --- a/indra/llmath/m4math.h +++ b/indra/llmath/m4math.h @@ -137,7 +137,6 @@ public: bool isIdentity() const; const LLMatrix4& setZero(); // Clears matrix to all zeros. - const LLMatrix4& initRotation(const F32 angle, const F32 x, const F32 y, const F32 z); // Calculate rotation matrix by rotating angle radians about (x, y, z) const LLMatrix4& initRotation(const F32 angle, const LLVector4 &axis); // Calculate rotation matrix for rotating angle radians about vec const LLMatrix4& initRotation(const F32 roll, const F32 pitch, const F32 yaw); // Calculate rotation matrix from Euler angles const LLMatrix4& initRotation(const LLQuaternion &q); // Set with Quaternion and position @@ -148,10 +147,6 @@ public: // These operation create a matrix that will rotate and translate by the // specified amounts. - const LLMatrix4& initRotTrans(const F32 angle, - const F32 rx, const F32 ry, const F32 rz, - const F32 px, const F32 py, const F32 pz); - const LLMatrix4& initRotTrans(const F32 angle, const LLVector3 &axis, const LLVector3 &translation); // Rotation from axis angle + translation const LLMatrix4& initRotTrans(const F32 roll, const F32 pitch, const F32 yaw, const LLVector4 &pos); // Rotation from Euler + translation const LLMatrix4& initRotTrans(const LLQuaternion &q, const LLVector4 &pos); // Set with Quaternion and position @@ -211,7 +206,6 @@ public: // Rotate existing matrix // These are really, really, inefficient as implemented! - djs - const LLMatrix4& rotate(const F32 angle, const F32 x, const F32 y, const F32 z); // Rotate matrix by rotating angle radians about (x, y, z) const LLMatrix4& rotate(const F32 angle, const LLVector4 &vec); // Rotate matrix by rotating angle radians about vec const LLMatrix4& rotate(const F32 roll, const F32 pitch, const F32 yaw); // Rotate matrix by Euler angles const LLMatrix4& rotate(const LLQuaternion &q); // Rotate matrix by Quaternion |