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authormwturvey <michael.w.turvey@intel.com>2017-03-10 12:44:10 -0700
committermwturvey <michael.w.turvey@intel.com>2017-03-10 12:44:10 -0700
commit1d9db12d7e115f2b8994f014e37f1086c17e90fd (patch)
tree5f88cb913bd15130995a4bba94f6806509d15642 /redist
parent8136850901bd817fdb23842e10febace47e5b18a (diff)
downloadlibsurvive-1d9db12d7e115f2b8994f014e37f1086c17e90fd.tar.gz
libsurvive-1d9db12d7e115f2b8994f014e37f1086c17e90fd.tar.bz2
Cleanup & torus updates
Diffstat (limited to 'redist')
-rw-r--r--redist/linmath.c147
1 files changed, 0 insertions, 147 deletions
diff --git a/redist/linmath.c b/redist/linmath.c
index 1c5c25b..dec7d64 100644
--- a/redist/linmath.c
+++ b/redist/linmath.c
@@ -481,150 +481,3 @@ void quatfrom2vectors(FLT *q, const FLT *src, const FLT *dest)
}
-///////////////////////////////////////Matrix Rotations////////////////////////////////////
-////Originally from Stack Overflow
-////Under cc by-sa 3.0
-//// http://stackoverflow.com/questions/23166898/efficient-way-to-calculate-a-3x3-rotation-matrix-from-the-rotation-defined-by-tw
-//// Copyright 2014 by Campbell Barton
-//// Copyright 2017 by Michael Turvey
-//
-///**
-//* Calculate a rotation matrix from 2 normalized vectors.
-//*
-//* v1 and v2 must be unit length.
-//*/
-//void rotation_between_vecs_to_mat3(FLT m[3][3], const FLT v1[3], const FLT v2[3])
-//{
-// FLT axis[3];
-// /* avoid calculating the angle */
-// FLT angle_sin;
-// FLT angle_cos;
-//
-// cross3d(axis, v1, v2);
-//
-// angle_sin = normalize_v3(axis);
-// angle_cos = dot3d(v1, v2);
-//
-// if (angle_sin > FLT_EPSILON) {
-// axis_calc:
-// axis_angle_normalized_to_mat3_ex(m, axis, angle_sin, angle_cos);
-// }
-// else {
-// /* Degenerate (co-linear) vectors */
-// if (angle_cos > 0.0f) {
-// /* Same vectors, zero rotation... */
-// unit_m3(m);
-// }
-// else {
-// /* Colinear but opposed vectors, 180 rotation... */
-// get_orthogonal_vector(axis, v1);
-// normalize_v3(axis);
-// angle_sin = 0.0f; /* sin(M_PI) */
-// angle_cos = -1.0f; /* cos(M_PI) */
-// goto axis_calc;
-// }
-// }
-//}
-
-//void get_orthogonal_vector(FLT out[3], const FLT in[3])
-//{
-//#ifdef USE_DOUBLE
-// const FLT x = fabs(in[0]);
-// const FLT y = fabs(in[1]);
-// const FLT z = fabs(in[2]);
-//#else
-// const FLT x = fabsf(in[0]);
-// const FLT y = fabsf(in[1]);
-// const FLT z = fabsf(in[2]);
-//#endif
-//
-// if (x > y && x > z)
-// {
-// // x is dominant
-// out[0] = -in[1] - in[2];
-// out[1] = in[0];
-// out[2] = in[0];
-// }
-// else if (y > z)
-// {
-// // y is dominant
-// out[0] = in[1];
-// out[1] = -in[0] - in[2];
-// out[2] = in[1];
-// }
-// else
-// {
-// // z is dominant
-// out[0] = in[2];
-// out[1] = in[2];
-// out[2] = -in[0] - in[1];
-// }
-//}
-//
-//void unit_m3(FLT mat[3][3])
-//{
-// mat[0][0] = 1;
-// mat[0][1] = 0;
-// mat[0][2] = 0;
-// mat[1][0] = 0;
-// mat[1][1] = 1;
-// mat[1][2] = 0;
-// mat[2][0] = 0;
-// mat[2][1] = 0;
-// mat[2][2] = 1;
-//}
-
-
-//FLT normalize_v3(FLT vect[3])
-//{
-// FLT distance = dot3d(vect, vect);
-//
-// if (distance < 1.0e-35f)
-// {
-// // distance is too short, just go to zero.
-// vect[0] = 0;
-// vect[1] = 0;
-// vect[2] = 0;
-// distance = 0;
-// }
-// else
-// {
-// distance = FLT_SQRT((FLT)distance);
-// scale3d(vect, vect, 1.0f / distance);
-// }
-//
-// return distance;
-//}
-
-///* axis must be unit length */
-//void axis_angle_normalized_to_mat3_ex(
-// FLT mat[3][3], const FLT axis[3],
-// const FLT angle_sin, const FLT angle_cos)
-//{
-// FLT nsi[3], ico;
-// FLT n_00, n_01, n_11, n_02, n_12, n_22;
-//
-// ico = (1.0f - angle_cos);
-// nsi[0] = axis[0] * angle_sin;
-// nsi[1] = axis[1] * angle_sin;
-// nsi[2] = axis[2] * angle_sin;
-//
-// n_00 = (axis[0] * axis[0]) * ico;
-// n_01 = (axis[0] * axis[1]) * ico;
-// n_11 = (axis[1] * axis[1]) * ico;
-// n_02 = (axis[0] * axis[2]) * ico;
-// n_12 = (axis[1] * axis[2]) * ico;
-// n_22 = (axis[2] * axis[2]) * ico;
-//
-// mat[0][0] = n_00 + angle_cos;
-// mat[0][1] = n_01 + nsi[2];
-// mat[0][2] = n_02 - nsi[1];
-// mat[1][0] = n_01 - nsi[2];
-// mat[1][1] = n_11 + angle_cos;
-// mat[1][2] = n_12 + nsi[0];
-// mat[2][0] = n_02 + nsi[1];
-// mat[2][1] = n_12 - nsi[0];
-// mat[2][2] = n_22 + angle_cos;
-//}
-
-