@@ -420,13 +420,6 @@ void MatrixGetColumn( const matrix3x4_t& in, int column, Vector &out )
420420 out.z = in[2 ][column];
421421}
422422
423- void MatrixSetColumn ( const Vector &in, int column, matrix3x4_t & out )
424- {
425- out[0 ][column] = in.x ;
426- out[1 ][column] = in.y ;
427- out[2 ][column] = in.z ;
428- }
429-
430423void MatrixScaleBy ( const float flScale, matrix3x4_t &out )
431424{
432425 out[0 ][0 ] *= flScale;
@@ -1092,57 +1085,6 @@ void SetScaleMatrix( float x, float y, float z, matrix3x4_t &dst )
10921085 dst[2 ][0 ] = 0 .0f ; dst[2 ][1 ] = 0 .0f ; dst[2 ][2 ] = z; dst[2 ][3 ] = 0 .0f ;
10931086}
10941087
1095-
1096- // -----------------------------------------------------------------------------
1097- // Purpose: Builds the matrix for a counterclockwise rotation about an arbitrary axis.
1098- //
1099- // | ax2 + (1 - ax2)cosQ axay(1 - cosQ) - azsinQ azax(1 - cosQ) + aysinQ |
1100- // Ra(Q) = | axay(1 - cosQ) + azsinQ ay2 + (1 - ay2)cosQ ayaz(1 - cosQ) - axsinQ |
1101- // | azax(1 - cosQ) - aysinQ ayaz(1 - cosQ) + axsinQ az2 + (1 - az2)cosQ |
1102- //
1103- // Input : mat -
1104- // vAxisOrRot -
1105- // angle -
1106- // -----------------------------------------------------------------------------
1107- void MatrixBuildRotationAboutAxis ( const Vector &vAxisOfRot, float angleDegrees, matrix3x4_t &dst )
1108- {
1109- float radians;
1110- float axisXSquared;
1111- float axisYSquared;
1112- float axisZSquared;
1113- float fSin ;
1114- float fCos ;
1115-
1116- radians = angleDegrees * ( M_PI / 180.0 );
1117- fSin = sin ( radians );
1118- fCos = cos ( radians );
1119-
1120- axisXSquared = vAxisOfRot[0 ] * vAxisOfRot[0 ];
1121- axisYSquared = vAxisOfRot[1 ] * vAxisOfRot[1 ];
1122- axisZSquared = vAxisOfRot[2 ] * vAxisOfRot[2 ];
1123-
1124- // Column 0:
1125- dst[0 ][0 ] = axisXSquared + (1 - axisXSquared) * fCos ;
1126- dst[1 ][0 ] = vAxisOfRot[0 ] * vAxisOfRot[1 ] * (1 - fCos ) + vAxisOfRot[2 ] * fSin ;
1127- dst[2 ][0 ] = vAxisOfRot[2 ] * vAxisOfRot[0 ] * (1 - fCos ) - vAxisOfRot[1 ] * fSin ;
1128-
1129- // Column 1:
1130- dst[0 ][1 ] = vAxisOfRot[0 ] * vAxisOfRot[1 ] * (1 - fCos ) - vAxisOfRot[2 ] * fSin ;
1131- dst[1 ][1 ] = axisYSquared + (1 - axisYSquared) * fCos ;
1132- dst[2 ][1 ] = vAxisOfRot[1 ] * vAxisOfRot[2 ] * (1 - fCos ) + vAxisOfRot[0 ] * fSin ;
1133-
1134- // Column 2:
1135- dst[0 ][2 ] = vAxisOfRot[2 ] * vAxisOfRot[0 ] * (1 - fCos ) + vAxisOfRot[1 ] * fSin ;
1136- dst[1 ][2 ] = vAxisOfRot[1 ] * vAxisOfRot[2 ] * (1 - fCos ) - vAxisOfRot[0 ] * fSin ;
1137- dst[2 ][2 ] = axisZSquared + (1 - axisZSquared) * fCos ;
1138-
1139- // Column 3:
1140- dst[0 ][3 ] = 0 ;
1141- dst[1 ][3 ] = 0 ;
1142- dst[2 ][3 ] = 0 ;
1143- }
1144-
1145-
11461088// -----------------------------------------------------------------------------
11471089// Computes the transpose
11481090// -----------------------------------------------------------------------------
@@ -1450,33 +1392,6 @@ void VectorYawRotate( const Vector &in, float flYaw, Vector &out)
14501392 out.z = in.z ;
14511393}
14521394
1453-
1454-
1455- float Bias ( float x, float biasAmt )
1456- {
1457- // WARNING: not thread safe
1458- static float lastAmt = -1 ;
1459- static float lastExponent = 0 ;
1460- if ( lastAmt != biasAmt )
1461- {
1462- lastExponent = log ( biasAmt ) * -1 .4427f ; // (-1.4427 = 1 / log(0.5))
1463- }
1464- float fRet = pow ( x, lastExponent );
1465- Assert ( !IS_NAN ( fRet ) );
1466- return fRet ;
1467- }
1468-
1469-
1470- float Gain ( float x, float biasAmt )
1471- {
1472- // WARNING: not thread safe
1473- if ( x < 0.5 )
1474- return 0 .5f * Bias ( 2 *x, 1 -biasAmt );
1475- else
1476- return 1 - 0 .5f * Bias ( 2 - 2 *x, 1 -biasAmt );
1477- }
1478-
1479-
14801395float SmoothCurve ( float x )
14811396{
14821397 // Actual smooth curve. Visualization:
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