public: matrixlib: cleanup unused functions

This commit is contained in:
Alibek Omarov 2023-04-03 05:14:59 +03:00
parent 79624fa400
commit 2fb19a0cfd
2 changed files with 0 additions and 129 deletions

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@ -217,62 +217,6 @@ void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_
} }
} }
void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
{
float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
float iscale = 1.0f / scale;
out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
}
void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 )
{
// we only support uniform scaling, so assume the first row is enough
// (note the lack of sqrt here, because we're trying to undo the scaling,
// this means multiplying by the inverse scale twice - squaring it, which
// makes the sqrt a waste of time)
float scale = 1.0f / (in1[0][0] * in1[0][0] + in1[0][1] * in1[0][1] + in1[0][2] * in1[0][2]);
// invert the rotation by transposing and multiplying by the squared
// recipricol of the input matrix scale as described above
out[0][0] = in1[0][0] * scale;
out[0][1] = in1[1][0] * scale;
out[0][2] = in1[2][0] * scale;
out[1][0] = in1[0][1] * scale;
out[1][1] = in1[1][1] * scale;
out[1][2] = in1[2][1] * scale;
out[2][0] = in1[0][2] * scale;
out[2][1] = in1[1][2] * scale;
out[2][2] = in1[2][2] * scale;
// invert the translate
out[0][3] = -(in1[0][3] * out[0][0] + in1[1][3] * out[0][1] + in1[2][3] * out[0][2]);
out[1][3] = -(in1[0][3] * out[1][0] + in1[1][3] * out[1][1] + in1[2][3] * out[1][2]);
out[2][3] = -(in1[0][3] * out[2][0] + in1[1][3] * out[2][1] + in1[2][3] * out[2][2]);
}
void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 )
{
// transpose only rotational component
out[0][0] = in1[0][0];
out[0][1] = in1[1][0];
out[0][2] = in1[2][0];
out[1][0] = in1[0][1];
out[1][1] = in1[1][1];
out[1][2] = in1[2][1];
out[2][0] = in1[0][2];
out[2][1] = in1[1][2];
out[2][2] = in1[2][2];
// copy origin
out[0][3] = in1[0][3];
out[1][3] = in1[1][3];
out[2][3] = in1[2][3];
}
/* /*
================== ==================
Matrix3x4_TransformAABB Matrix3x4_TransformAABB
@ -360,40 +304,6 @@ void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matri
out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3]; out[2][3] = in1[2][0] * in2[0][3] + in1[2][1] * in2[1][3] + in1[2][2] * in2[2][3] + in1[2][3];
} }
void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z )
{
out[0][3] = x;
out[1][3] = y;
out[2][3] = z;
}
void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out )
{
out[0] = in[0][3];
out[1] = in[1][3];
out[2] = in[2][3];
}
void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin )
{
out[0][0] = 1.0f - 2.0f * quaternion[1] * quaternion[1] - 2.0f * quaternion[2] * quaternion[2];
out[1][0] = 2.0f * quaternion[0] * quaternion[1] + 2.0f * quaternion[3] * quaternion[2];
out[2][0] = 2.0f * quaternion[0] * quaternion[2] - 2.0f * quaternion[3] * quaternion[1];
out[0][3] = origin[0];
out[0][1] = 2.0f * quaternion[0] * quaternion[1] - 2.0f * quaternion[3] * quaternion[2];
out[1][1] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[2] * quaternion[2];
out[2][1] = 2.0f * quaternion[1] * quaternion[2] + 2.0f * quaternion[3] * quaternion[0];
out[1][3] = origin[1];
out[0][2] = 2.0f * quaternion[0] * quaternion[2] + 2.0f * quaternion[3] * quaternion[1];
out[1][2] = 2.0f * quaternion[1] * quaternion[2] - 2.0f * quaternion[3] * quaternion[0];
out[2][2] = 1.0f - 2.0f * quaternion[0] * quaternion[0] - 2.0f * quaternion[1] * quaternion[1];
out[2][3] = origin[2];
out[3][0] = 0.0f;
out[3][1] = 0.0f;
out[3][2] = 0.0f;
out[3][3] = 1.0f;
}
void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ) void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale )
{ {
float angle, sr, sp, sy, cr, cp, cy; float angle, sr, sp, sy, cr, cp, cy;
@ -525,17 +435,6 @@ void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal,
*dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] ); *dist = d * scale + ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
} }
void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist )
{
float scale = sqrt( in[0][0] * in[0][0] + in[0][1] * in[0][1] + in[0][2] * in[0][2] );
float iscale = 1.0f / scale;
out[0] = (normal[0] * in[0][0] + normal[1] * in[0][1] + normal[2] * in[0][2]) * iscale;
out[1] = (normal[0] * in[1][0] + normal[1] * in[1][1] + normal[2] * in[1][2]) * iscale;
out[2] = (normal[0] * in[2][0] + normal[1] * in[2][1] + normal[2] * in[2][2]) * iscale;
*dist = d * scale - ( out[0] * in[0][3] + out[1] * in[1][3] + out[2] * in[2][3] );
}
void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ) void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
{ {
// we only support uniform scaling, so assume the first row is enough // we only support uniform scaling, so assume the first row is enough
@ -568,26 +467,6 @@ void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 )
out[3][3] = 1.0f; out[3][3] = 1.0f;
} }
void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 )
{
out[0][0] = in1[0][0];
out[0][1] = in1[1][0];
out[0][2] = in1[2][0];
out[0][3] = in1[3][0];
out[1][0] = in1[0][1];
out[1][1] = in1[1][1];
out[1][2] = in1[2][1];
out[1][3] = in1[3][1];
out[2][0] = in1[0][2];
out[2][1] = in1[1][2];
out[2][2] = in1[2][2];
out[2][3] = in1[3][2];
out[3][0] = in1[0][3];
out[3][1] = in1[1][3];
out[3][2] = in1[2][3];
out[3][3] = in1[3][3];
}
qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 ) qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 )
{ {
float *temp; float *temp;

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@ -217,13 +217,10 @@ void Matrix3x4_VectorIRotate( const matrix3x4 in, const float v[3], float out[3]
void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 ); void Matrix3x4_ConcatTransforms( matrix3x4 out, const matrix3x4 in1, const matrix3x4 in2 );
void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin ); void Matrix3x4_FromOriginQuat( matrix3x4 out, const vec4_t quaternion, const vec3_t origin );
void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale ); void Matrix3x4_CreateFromEntity( matrix3x4 out, const vec3_t angles, const vec3_t origin, float scale );
void Matrix3x4_TransformPositivePlane( const matrix3x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax ); void Matrix3x4_TransformAABB( const matrix3x4 world, const vec3_t mins, const vec3_t maxs, vec3_t absmin, vec3_t absmax );
void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z ); void Matrix3x4_SetOrigin( matrix3x4 out, float x, float y, float z );
void Matrix3x4_Invert_Simple( matrix3x4 out, const matrix3x4 in1 );
void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out ); void Matrix3x4_OriginFromMatrix( const matrix3x4 in, float *out );
void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out ); void Matrix3x4_AnglesFromMatrix( const matrix3x4 in, vec3_t out );
void Matrix3x4_Transpose( matrix3x4 out, const matrix3x4 in1 );
#define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, m_matrix4x4_identity ) #define Matrix4x4_LoadIdentity( mat ) Matrix4x4_Copy( mat, m_matrix4x4_identity )
#define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 )) #define Matrix4x4_Copy( out, in ) memcpy( out, in, sizeof( matrix4x4 ))
@ -233,15 +230,10 @@ void Matrix4x4_VectorITransform( const matrix4x4 in, const float v[3], float out
void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_VectorRotate( const matrix4x4 in, const float v[3], float out[3] );
void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] ); void Matrix4x4_VectorIRotate( const matrix4x4 in, const float v[3], float out[3] );
void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 ); void Matrix4x4_ConcatTransforms( matrix4x4 out, const matrix4x4 in1, const matrix4x4 in2 );
void Matrix4x4_FromOriginQuat( matrix4x4 out, const vec4_t quaternion, const vec3_t origin );
void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale ); void Matrix4x4_CreateFromEntity( matrix4x4 out, const vec3_t angles, const vec3_t origin, float scale );
void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist ); void Matrix4x4_TransformPositivePlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
void Matrix4x4_TransformStandardPlane( const matrix4x4 in, const vec3_t normal, float d, vec3_t out, float *dist );
void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin ); void Matrix4x4_ConvertToEntity( const matrix4x4 in, vec3_t angles, vec3_t origin );
void Matrix4x4_SetOrigin( matrix4x4 out, float x, float y, float z );
void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 ); void Matrix4x4_Invert_Simple( matrix4x4 out, const matrix4x4 in1 );
void Matrix4x4_OriginFromMatrix( const matrix4x4 in, float *out );
void Matrix4x4_Transpose( matrix4x4 out, const matrix4x4 in1 );
qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 ); qboolean Matrix4x4_Invert_Full( matrix4x4 out, const matrix4x4 in1 );
float V_CalcFov( float *fov_x, float width, float height ); float V_CalcFov( float *fov_x, float width, float height );