| 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);
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| 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;
|
|
|