From 13536bb273b7413aa4461c8eeaf5a6a865f4234d Mon Sep 17 00:00:00 2001 From: "Graham Linden graham@lindenlab.com" Date: Tue, 22 May 2018 21:42:54 +0100 Subject: 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. --- indra/llmath/m4math.h | 6 ------ 1 file changed, 6 deletions(-) (limited to 'indra/llmath/m4math.h') 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 -- cgit v1.2.3