rm unused mat4_setTransform function;

This commit is contained in:
bjorn 2019-04-20 14:15:43 -07:00
parent 0341233876
commit b95c97ff57
4 changed files with 859 additions and 879 deletions

View File

@ -55,7 +55,6 @@ ffi.cdef [[
mat4* mat4_rotateQuat(mat4* m, quat* q);
mat4* mat4_scale(mat4* m, float x, float y, float z);
void mat4_getTransform(mat4* m, float* x, float* y, float* z, float* sx, float* sy, float* sz, float* angle, float* ax, float* ay, float* az);
mat4* mat4_setTransform(mat4* m, float x, float y, float z, float sx, float sy, float sz, float angle, float ax, float ay, float az);
mat4* mat4_orthographic(mat4* m, float left, float right, float top, float bottom, float near, float far);
mat4* mat4_perspective(mat4* m, float near, float far, float fov, float aspect);
void mat4_transform(mat4* m, float* x, float* y, float* z);

File diff suppressed because it is too large Load Diff

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@ -515,13 +515,6 @@ void mat4_getTransform(mat4 m, float* x, float* y, float* z, float* sx, float* s
quat_getAngleAxis(quat, angle, ax, ay, az);
}
mat4 mat4_setTransform(mat4 m, float x, float y, float z, float sx, float sy, float sz, float angle, float ax, float ay, float az) {
mat4_identity(m);
mat4_translate(m, x, y, z);
mat4_rotate(m, angle, ax, ay, az);
return mat4_scale(m, sx, sy, sz);
}
mat4 mat4_orthographic(mat4 m, float left, float right, float top, float bottom, float clipNear, float clipFar) {
float rl = right - left;
float tb = top - bottom;

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@ -56,7 +56,6 @@ MAF_EXPORT mat4 mat4_rotateQuat(mat4 m, quat q);
MAF_EXPORT mat4 mat4_scale(mat4 m, float x, float y, float z);
MAF_EXPORT void mat4_getPose(mat4 m, float* x, float* y, float* z, float* angle, float* ax, float* ay, float* az);
MAF_EXPORT void mat4_getTransform(mat4 m, float* x, float* y, float* z, float* sx, float* sy, float* sz, float* angle, float* ax, float* ay, float* az);
MAF_EXPORT mat4 mat4_setTransform(mat4 m, float x, float y, float z, float sx, float sy, float sz, float angle, float ax, float ay, float az);
MAF_EXPORT mat4 mat4_orthographic(mat4 m, float left, float right, float top, float bottom, float near, float far);
MAF_EXPORT mat4 mat4_perspective(mat4 m, float near, float far, float fov, float aspect);
MAF_EXPORT mat4 mat4_lookAt(mat4 m, vec3 from, vec3 to, vec3 up);