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Unified Diff: Source/platform/transforms/TransformationMatrix.h

Issue 1156513006: Removing Unused Methods in TransformationMatrix (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 5 years, 6 months ago
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Index: Source/platform/transforms/TransformationMatrix.h
diff --git a/Source/platform/transforms/TransformationMatrix.h b/Source/platform/transforms/TransformationMatrix.h
index 13b7c2a3bb49962aa3df1838be34c51aa6d5b670..9a53cff545807a01f166ddc587d75b82dbb98656 100644
--- a/Source/platform/transforms/TransformationMatrix.h
+++ b/Source/platform/transforms/TransformationMatrix.h
@@ -111,9 +111,6 @@ public:
m_matrix[3][0] == 0 && m_matrix[3][1] == 0 && m_matrix[3][2] == 0 && m_matrix[3][3] == 1;
}
- // This form preserves the double math from input to output
- void map(double x, double y, double& x2, double& y2) const { multVecMatrix(x, y, x2, y2); }
-
// Map a 3D point through the transform, returning a 3D point.
FloatPoint3D mapPoint(const FloatPoint3D&) const;
@@ -121,12 +118,6 @@ public:
// Note that this ignores the z component, effectively projecting the point into the z=0 plane.
FloatPoint mapPoint(const FloatPoint&) const;
- // Like the version above, except that it rounds the mapped point to the nearest integer value.
- IntPoint mapPoint(const IntPoint& p) const
- {
- return roundedIntPoint(mapPoint(FloatPoint(p)));
- }
-
// If the matrix has 3D components, the z component of the result is
// dropped, effectively projecting the rect into the z=0 plane
FloatRect mapRect(const FloatRect&) const;
@@ -213,7 +204,6 @@ public:
TransformationMatrix& scale3d(double sx, double sy, double sz);
TransformationMatrix& rotate(double d) { return rotate3d(0, 0, d); }
- TransformationMatrix& rotateFromVector(double x, double y);
TransformationMatrix& rotate3d(double rx, double ry, double rz);
// The vector (x,y,z) is normalized if it's not already. A vector of
@@ -227,14 +217,11 @@ public:
TransformationMatrix& translateRight(double tx, double ty);
TransformationMatrix& translateRight3d(double tx, double ty, double tz);
- TransformationMatrix& flipX();
- TransformationMatrix& flipY();
TransformationMatrix& skew(double angleX, double angleY);
TransformationMatrix& skewX(double angle) { return skew(angle, 0); }
TransformationMatrix& skewY(double angle) { return skew(0, angle); }
TransformationMatrix& applyPerspective(double p);
- bool hasPerspective() const { return m_matrix[2][3] != 0.0f; }
// returns a transformation that maps a rect to a rect
static TransformationMatrix rectToRect(const FloatRect&, const FloatRect&);
@@ -321,9 +308,6 @@ public:
bool isIntegerTranslation() const;
- // This method returns the matrix without 3D components.
- TransformationMatrix to2dTransform() const;
-
// If this transformation is identity or 2D translation, returns the
// translation.
FloatSize to2DTranslation() const;
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