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authorCampbell Barton <ideasman42@gmail.com>2011-08-27 05:42:49 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-08-27 05:42:49 +0400
commita05d4a729ae6ccf26a7ef5786fdfffde6d2cb5d4 (patch)
treec2f45c6b6a34ba8778c36c31a989078671ba10a1 /source/blender
parent974a06823e3a2ac740f93243cefb0db6b5582dcb (diff)
remove deprecated & unused mat3_to_vec_rot and mat4_to_vec_rot functions.
Diffstat (limited to 'source/blender')
-rw-r--r--source/blender/blenlib/BLI_math_rotation.h3
-rw-r--r--source/blender/blenlib/intern/math_rotation.c22
2 files changed, 0 insertions, 25 deletions
diff --git a/source/blender/blenlib/BLI_math_rotation.h b/source/blender/blenlib/BLI_math_rotation.h
index ee8c3d5e10c..ef20408a37e 100644
--- a/source/blender/blenlib/BLI_math_rotation.h
+++ b/source/blender/blenlib/BLI_math_rotation.h
@@ -107,9 +107,6 @@ void mat4_to_axis_angle(float axis[3], float *angle, float M[4][4]);
/* TODO: the following calls should probably be depreceated sometime */
/* conversion */
-void mat3_to_vec_rot(float vec[3], float *phi, float mat[3][3]);
-void mat4_to_vec_rot(float vec[3], float *phi, float mat[4][4]);
-
void vec_rot_to_quat(float quat[4], const float vec[3], const float phi);
void vec_rot_to_mat3(float mat[3][3], const float vec[3], const float phi);
void vec_rot_to_mat4(float mat[4][4], const float vec[3], const float phi);
diff --git a/source/blender/blenlib/intern/math_rotation.c b/source/blender/blenlib/intern/math_rotation.c
index e3e507d016a..6800b59c2c7 100644
--- a/source/blender/blenlib/intern/math_rotation.c
+++ b/source/blender/blenlib/intern/math_rotation.c
@@ -774,28 +774,6 @@ void mat4_to_axis_angle(float axis[3], float *angle,float mat[4][4])
/****************************** Vector/Rotation ******************************/
/* TODO: the following calls should probably be depreceated sometime */
-/* 3x3 matrix to axis angle */
-void mat3_to_vec_rot(float axis[3], float *angle,float mat[3][3])
-{
- float q[4];
-
- /* use quaternions as intermediate representation */
- // TODO: it would be nicer to go straight there...
- mat3_to_quat(q,mat);
- quat_to_axis_angle(axis, angle,q);
-}
-
-/* 4x4 matrix to axis angle */
-void mat4_to_vec_rot(float axis[3], float *angle,float mat[4][4])
-{
- float q[4];
-
- /* use quaternions as intermediate representation */
- // TODO: it would be nicer to go straight there...
- mat4_to_quat(q,mat);
- quat_to_axis_angle(axis, angle,q);
-}
-
/* axis angle to 3x3 matrix */
void vec_rot_to_mat3(float mat[][3], const float vec[3], const float phi)
{