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; |