diff --git a/src/dark/prefab/helpers/Matrix4.java b/src/dark/prefab/helpers/Matrix4.java deleted file mode 100644 index e7562bea..00000000 --- a/src/dark/prefab/helpers/Matrix4.java +++ /dev/null @@ -1,9 +0,0 @@ -package dark.prefab.helpers; - -public class Matrix4 -{ - public Matrix4(float f, float g, float h, float i, float j, float k, float l, float m, float n, float o, float p, float q, float r, float s, float t, float u) - { - - } -} diff --git a/src/dark/prefab/helpers/Quaternion.java b/src/dark/prefab/helpers/Quaternion.java index 490368cf..08fa6815 100644 --- a/src/dark/prefab/helpers/Quaternion.java +++ b/src/dark/prefab/helpers/Quaternion.java @@ -4,7 +4,7 @@ import universalelectricity.core.vector.Vector3; /** This code is converted from C code to java based off of this tutorial * http://content.gpwiki.org/index.php/OpenGL:Tutorials:Using_Quaternions_to_represent_rotation - * + * * @author DarkGuardsman */ public class Quaternion { @@ -142,7 +142,7 @@ public class Quaternion normalise(); } - // Convert to Matrix + /* Convert to Matrix public Matrix4 getMatrix() { float x2 = (float) (x * x); @@ -160,7 +160,7 @@ public class Quaternion // by // OpenGL return new Matrix4(1.0f - 2.0f * (y2 + z2), 2.0f * (xy - wz), 2.0f * (xz + wy), 0.0f, 2.0f * (xy + wz), 1.0f - 2.0f * (x2 + z2), 2.0f * (yz - wx), 0.0f, 2.0f * (xz - wy), 2.0f * (yz + wx), 1.0f - 2.0f * (x2 + y2), 0.0f, 0.0f, 0.0f, 0.0f, 1.0f); - } + }*/ // Convert to Axis/Angles public void getAxisAngle(Vector3 axis, float angle)