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authorGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-05-22 21:42:54 +0100
committerGraham Linden graham@lindenlab.com <Graham Linden graham@lindenlab.com>2018-05-22 21:42:54 +0100
commit13536bb273b7413aa4461c8eeaf5a6a865f4234d (patch)
tree62dd3daf2dad884b40ae440d4c11cafb3656c170 /indra/llmath/m4math.h
parentae5f24eb4d8a215cc26ef45ababc6ddec8f28edb (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.h6
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