Index: device/vr/vr_math.cc |
diff --git a/device/vr/vr_math.cc b/device/vr/vr_math.cc |
index 776139635a08aea35963795576f7adfacc004fe0..cd95d5eba1cc917e802ce385c5f03908202d8143 100644 |
--- a/device/vr/vr_math.cc |
+++ b/device/vr/vr_math.cc |
@@ -99,36 +99,6 @@ void MatrixMul(const Mat4f& matrix1, const Mat4f& matrix2, Mat4f* out) { |
} |
} |
-void PerspectiveMatrixFromView(const gfx::RectF& fov, |
- float z_near, |
- float z_far, |
- Mat4f* out) { |
- const float x_left = -std::tan(fov.x() * M_PI / 180.0f) * z_near; |
- const float x_right = std::tan(fov.right() * M_PI / 180.0f) * z_near; |
- const float y_bottom = -std::tan(fov.bottom() * M_PI / 180.0f) * z_near; |
- const float y_top = std::tan(fov.y() * M_PI / 180.0f) * z_near; |
- |
- DCHECK(x_left < x_right && y_bottom < y_top && z_near < z_far && |
- z_near > 0.0f && z_far > 0.0f); |
- const float X = (2 * z_near) / (x_right - x_left); |
- const float Y = (2 * z_near) / (y_top - y_bottom); |
- const float A = (x_right + x_left) / (x_right - x_left); |
- const float B = (y_top + y_bottom) / (y_top - y_bottom); |
- const float C = (z_near + z_far) / (z_near - z_far); |
- const float D = (2 * z_near * z_far) / (z_near - z_far); |
- |
- for (int i = 0; i < 4; ++i) { |
- (*out)[i].fill(0.0f); |
- } |
- (*out)[0][0] = X; |
- (*out)[0][2] = A; |
- (*out)[1][1] = Y; |
- (*out)[1][2] = B; |
- (*out)[2][2] = C; |
- (*out)[2][3] = D; |
- (*out)[3][2] = -1; |
-} |
- |
gfx::Vector3dF GetForwardVector(const Mat4f& matrix) { |
// Same as multiplying the inverse of the rotation component of the matrix by |
// (0, 0, -1, 0). |