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Removed stale functions from GLMatrix
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src/main/java/cleargl/GLMatrix.java

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Original file line numberDiff line numberDiff line change
@@ -156,18 +156,6 @@ public GLMatrix setGeneralizedPerspectiveProjectionMatrix(final GLVector lowerLe
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GLVector vb = lowerRight.minus(eye);
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GLVector vc = upperLeft.minus(eye);
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// if (va.cross(vc).times(vb) < 0.0f) {
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// mirror points along the z axis (most users
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// probably expect the x axis to stay fixed)
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// vu = vu.times(-1.0f);
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// pa = pc;
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// pb = pa.plus(vr);
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// pc = pa.plus(vu);
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// va = pa.minus(eye);
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// vb = pb.minus(eye);
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// vc = pc.minus(eye);
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// }
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vr.normalize();
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vu.normalize();
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GLVector vn = vr.cross(vu).normalize();
@@ -205,114 +193,6 @@ public GLMatrix setGeneralizedPerspectiveProjectionMatrix(final GLVector lowerLe
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return this;
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}
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public GLMatrix setGeneralizedPerspectiveProjectionMatrixUnity(final GLVector lowerLeft, final GLVector lowerRight,
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final GLVector upperLeft,
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final GLVector eye,
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final float near, final float far) {
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GLVector pa = lowerLeft;
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GLVector pb = lowerRight;
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GLVector pc = upperLeft;
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GLVector vr = pb.minus(pa);
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GLVector vu = pc.minus(pa);
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GLVector va = pa.minus(eye);
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GLVector vb = pb.minus(eye);
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GLVector vc = pc.minus(eye);
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if (va.cross(vc).times(vb) < 0.0f) {
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// mirror points along the z axis (most users
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// probably expect the x axis to stay fixed)
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vu = vu.times(-1.0f);
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pa = pc;
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pb = pa.plus(vr);
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pc = pa.plus(vu);
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va = pa.minus(eye);
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vb = pb.minus(eye);
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vc = pc.minus(eye);
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}
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vr.normalize();
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vu.normalize();
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GLVector vn = vr.cross(vu).normalize();
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float distance = -1.0f * va.times(vn);
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float left = vr.times(va) * near / distance;
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float right = vr.times(vb) * near / distance;
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float bottom = vu.times(va) * near / distance;
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float top = vu.times(vc) * near / distance;
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FloatUtil.makeFrustum(mMatrix, 0, true, left, right, bottom, top, near, far);
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final GLMatrix mt = new GLMatrix(new float[]{
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vr.x(), vr.y(), vr.z(), 0.0f,
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vu.x(), vu.y(), vu.z(), 0.0f,
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vn.x(), vn.y(), vn.z(), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f}).transpose();
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this.mult(mt);
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this.translate(eye.times(-1.0f));
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return this;
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}
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private GLMatrix setFrustumLH(float left, float right, float bottom, float top, float near, float far) {
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float x = (2.0f*near) / (right-left);
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float y = (2.0f*near) / (top-bottom);
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float a = (right+left) / (right-left);
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float b = (top+bottom) / (top-bottom);
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float c = -(far+near) / ( far-near);
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float d = -(2.0f*far*far) / (far-near);
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float[] m = new float[]{
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-x, 0.0f, a, 0.0f,
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0.0f, -y, b, 0.0f,
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0.0f, 0.0f, -c, -d,
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0.0f, 0.0f, 1.0f, 0.0f,
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};
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System.arraycopy(m, 0, mMatrix, 0, mMatrix.length);
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return this;
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}
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public GLMatrix setGeneralizedPerspectiveProjectionMatrix2(final GLVector lowerLeft, final GLVector lowerRight,
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final GLVector upperLeft,
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final GLVector eye,
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final float near, final float far) {
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final GLVector Xs = lowerRight.minus(lowerLeft);
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final GLVector Ys = upperLeft.minus(lowerLeft);
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final GLVector Zs = Xs.cross(Ys);
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final GLVector Es = eye.minus(lowerLeft);
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float distance = Es.times(Zs);
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float width = lowerLeft.minus(lowerRight).magnitude();
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float height = upperLeft.minus(lowerLeft).magnitude();
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float left = -Es.times(Xs) * near / distance;
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float right = (width - Es.times(Xs)) * near / distance;
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float bottom = Es.times(Ys) * near / distance;
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float top = (height - Es.times(Ys)) * near / distance;
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FloatUtil.makeFrustum(mMatrix, 0, true, left, right, bottom, top, near, far);
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final GLMatrix mt = new GLMatrix(new float[]{
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Xs.x(), Xs.y(), Xs.z(), 0.0f,
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Ys.x(), Ys.y(), Ys.z(), 0.0f,
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Zs.x(), Zs.y(), Zs.z(), 0.0f,
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0.0f, 0.0f, 0.0f, 1.0f}).transpose();
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this.mult(mt);
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this.translate(eye.times(1.0f));
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return this;
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}
315-
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public GLMatrix setFrustumProjectionMatrix(final float top, final float bottom,
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final float left, final float right, final float near, final float far) {
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