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MATH: Remove no longer needed function
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@ -19,19 +19,6 @@
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*
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*/
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/*
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* The following function: inverseRotate
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* are adapted from Portalib3d, which is no longer available on the net.
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* But is available through archive.org, for reference:
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* http://web.archive.org/web/20050205215104/http://rsn.gamedev.net/pl3d/changelog.html
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*
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* This code was originally made available under the LGPL license (no version specified).
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* Copyright (C)2000, 2001, Brett Porter. All Rights Reserved.
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*
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* This code (and our modifications) is made available here under the GPLv2 (or later).
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*
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*/
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#include "math/matrix4.h"
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#include "math/vector4d.h"
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#include "math/squarematrix.h"
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@ -128,16 +115,6 @@ void Matrix<4, 4>::invertAffineOrthonormal() {
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setPosition(position);
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}
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void Matrix<4, 4>::inverseRotate(Vector3d *v) const {
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Vector3d temp;
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temp.x() = v->x() * getValue(0, 0) + v->y() * getValue(1, 0) + v->z() * getValue(2, 0);
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temp.y() = v->x() * getValue(0, 1) + v->y() * getValue(1, 1) + v->z() * getValue(2, 1);
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temp.z() = v->x() * getValue(0, 2) + v->y() * getValue(1, 2) + v->z() * getValue(2, 2);
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*v = temp;
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}
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void swap (float &a, float &b);
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void Matrix<4, 4>::transpose() {
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@ -39,7 +39,6 @@ public:
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Matrix(const Angle &first, const Angle &second, const Angle &third, EulerOrder order) { buildFromEuler(first, second, third, order); }
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void transform(Vector3d *v, bool translate) const;
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void inverseRotate(Vector3d *v) const;
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Vector3d getPosition() const;
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void setPosition(const Vector3d &v);
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