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-rw-r--r--libs/hwui/Matrix.cpp78
1 files changed, 0 insertions, 78 deletions
diff --git a/libs/hwui/Matrix.cpp b/libs/hwui/Matrix.cpp
index 4f5cd26e94be..3d6188a0ddfa 100644
--- a/libs/hwui/Matrix.cpp
+++ b/libs/hwui/Matrix.cpp
@@ -372,84 +372,6 @@ void Matrix4::loadMultiply(const Matrix4& u, const Matrix4& v) {
mType = kTypeUnknown;
}
-// translated from android.opengl.Matrix#frustumM()
-void Matrix4::loadFrustum(float left, float top, float right, float bottom, float near, float far) {
- float r_width = 1.0f / (right - left);
- float r_height = 1.0f / (top - bottom);
- float r_depth = 1.0f / (near - far);
- float x = 2.0f * (near * r_width);
- float y = 2.0f * (near * r_height);
- float A = (right + left) * r_width;
- float B = (top + bottom) * r_height;
- float C = (far + near) * r_depth;
- float D = 2.0f * (far * near * r_depth);
-
- memset(&data, 0, sizeof(data));
- mType = kTypeUnknown;
-
- data[kScaleX] = x;
- data[kScaleY] = y;
- data[8] = A;
- data[9] = B;
- data[kScaleZ] = C;
- data[kTranslateZ] = D;
- data[11] = -1.0f;
-}
-
-// translated from android.opengl.Matrix#setLookAtM()
-void Matrix4::loadLookAt(float eyeX, float eyeY, float eyeZ,
- float centerX, float centerY, float centerZ,
- float upX, float upY, float upZ) {
- float fx = centerX - eyeX;
- float fy = centerY - eyeY;
- float fz = centerZ - eyeZ;
-
- // Normalize f
- float rlf = 1.0f / sqrt(fx*fx + fy*fy + fz*fz);
- fx *= rlf;
- fy *= rlf;
- fz *= rlf;
-
- // compute s = f x up (x means "cross product")
- float sx = fy * upZ - fz * upY;
- float sy = fz * upX - fx * upZ;
- float sz = fx * upY - fy * upX;
-
- // and normalize s
- float rls = 1.0f / sqrt(sx*sx + sy*sy + sz*sz);
- sx *= rls;
- sy *= rls;
- sz *= rls;
-
- // compute u = s x f
- float ux = sy * fz - sz * fy;
- float uy = sz * fx - sx * fz;
- float uz = sx * fy - sy * fx;
-
- mType = kTypeUnknown;
- data[0] = sx;
- data[1] = ux;
- data[2] = -fx;
- data[3] = 0.0f;
-
- data[4] = sy;
- data[5] = uy;
- data[6] = -fy;
- data[7] = 0.0f;
-
- data[8] = sz;
- data[9] = uz;
- data[10] = -fz;
- data[11] = 0.0f;
-
- data[12] = 0.0f;
- data[13] = 0.0f;
- data[14] = 0.0f;
- data[15] = 1.0f;
-
- translate(-eyeX, -eyeY, -eyeZ);
-}
-
void Matrix4::loadOrtho(float left, float right, float bottom, float top, float near, float far) {
loadIdentity();