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-rw-r--r--src/Quaternions.cpp79
1 files changed, 0 insertions, 79 deletions
diff --git a/src/Quaternions.cpp b/src/Quaternions.cpp
index 6fe85bf..9142da0 100644
--- a/src/Quaternions.cpp
+++ b/src/Quaternions.cpp
@@ -2,20 +2,6 @@
 
 #include "Quaternions.h"
 
-void CrossProduct(XYZ P, XYZ Q, XYZ *V){
-	V->x = P.y * Q.z - P.z * Q.y;
-	V->y = P.z * Q.x - P.x * Q.z;
-	V->z = P.x * Q.y - P.y * Q.x;
-}
-
-void Normalise(XYZ *vectory) {
-	float d = sqrt(vectory->x*vectory->x+vectory->y*vectory->y+vectory->z*vectory->z);
-	if(d==0){return;}
-	vectory->x /= d;
-	vectory->y /= d;
-	vectory->z /= d;
-}
-
 extern float u0, u1, u2;
 extern float v0, v1, v2;
 extern float a, b;
@@ -117,30 +103,6 @@ float LineFacetd(XYZ p1,XYZ p2,XYZ pa,XYZ pb,XYZ pc, XYZ n, XYZ *p)
    return 1;
 }
 
-void ReflectVector(XYZ *vel, XYZ *n)
-{
-   XYZ vn;
-   XYZ vt;
-   float dotprod;
-
-   dotprod=dotproduct(*n,*vel);
-   vn.x=n->x*dotprod;
-   vn.y=n->y*dotprod;
-   vn.z=n->z*dotprod;
-
-   vt.x=vel->x-vn.x;
-   vt.y=vel->y-vn.y;
-   vt.z=vel->z-vn.z;
-
-   vel->x = vt.x - vn.x;
-   vel->y = vt.y - vn.y;
-   vel->z = vt.z - vn.z;
-}
-
-float dotproduct(XYZ point1, XYZ point2){
-	return point1.x * point2.x + point1.y * point2.y + point1.z * point2.z;
-}
-
 float findDistance(XYZ point1, XYZ point2){
 	return sqrt((point1.x-point2.x)*(point1.x-point2.x)+(point1.y-point2.y)*(point1.y-point2.y)+(point1.z-point2.z)*(point1.z-point2.z));
 }
@@ -191,44 +153,3 @@ XYZ DoRotation(XYZ thePoint, float xang, float yang, float zang){
 
 	return thePoint;
 }
-
-float square( float f ) { return (f*f) ;}
-
-bool sphere_line_intersection(float x1, float y1, float z1,
-	float x2, float y2, float z2, float x3, float y3, float z3, float r)
-{
-
-	 // x1,y1,z1  P1 coordinates (point of line)
-	 // x2,y2,z2  P2 coordinates (point of line)
-	 // x3,y3,z3, r  P3 coordinates and radius (sphere)
-	 // x,y,z   intersection coordinates
-	 //
-	 // This function returns a pointer array which first index indicates
-	 // the number of intersection point, followed by coordinate pairs.
-
-	float a, b, c, i;
-
-	if(x1>x3+r&&x2>x3+r)return(0);
-	if(x1<x3-r&&x2<x3-r)return(0);
-	if(y1>y3+r&&y2>y3+r)return(0);
-	if(y1<y3-r&&y2<y3-r)return(0);
-	if(z1>z3+r&&z2>z3+r)return(0);
-	if(z1<z3-r&&z2<z3-r)return(0);
-	 a =  square(x2 - x1) + square(y2 - y1) + square(z2 - z1);
-	 b =  2* ( (x2 - x1)*(x1 - x3)
-	      + (y2 - y1)*(y1 - y3)
-	      + (z2 - z1)*(z1 - z3) ) ;
-	 c =  square(x3) + square(y3) +
-	      square(z3) + square(x1) +
-	      square(y1) + square(z1) -
-	      2* ( x3*x1 + y3*y1 + z3*z1 ) - square(r) ;
-	 i =   b * b - 4 * a * c ;
-
-	 if ( i < 0.0 )
-	 {
-	  // no intersection
-	  return(0);
-	 }
-
-	return(1);
-}