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authorAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
committerAnton Novoselov <[email protected]>2017-08-01 12:53:38 +0300
commit236f03c0b9a4982328ed1201978f7f69d192d9b2 (patch)
treee486f2fa39dba203563895541e92c60ed3e25759 /samples/SampleBase/renderer/RenderUtils.h
parentAdded screens to welcome page (diff)
downloadblast-236f03c0b9a4982328ed1201978f7f69d192d9b2.tar.xz
blast-236f03c0b9a4982328ed1201978f7f69d192d9b2.zip
Blast 1.1 release (windows / linux)
see docs/release_notes.txt for details
Diffstat (limited to 'samples/SampleBase/renderer/RenderUtils.h')
-rw-r--r--samples/SampleBase/renderer/RenderUtils.h59
1 files changed, 50 insertions, 9 deletions
diff --git a/samples/SampleBase/renderer/RenderUtils.h b/samples/SampleBase/renderer/RenderUtils.h
index 12df9f2..098f7a9 100644
--- a/samples/SampleBase/renderer/RenderUtils.h
+++ b/samples/SampleBase/renderer/RenderUtils.h
@@ -1,12 +1,30 @@
-/*
-* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
-*
-* NVIDIA CORPORATION and its licensors retain all intellectual property
-* and proprietary rights in and to this software, related documentation
-* and any modifications thereto. Any use, reproduction, disclosure or
-* distribution of this software and related documentation without an express
-* license agreement from NVIDIA CORPORATION is strictly prohibited.
-*/
+// This code contains NVIDIA Confidential Information and is disclosed to you
+// under a form of NVIDIA software license agreement provided separately to you.
+//
+// Notice
+// NVIDIA Corporation and its licensors retain all intellectual property and
+// proprietary rights in and to this software and related documentation and
+// any modifications thereto. Any use, reproduction, disclosure, or
+// distribution of this software and related documentation without an express
+// license agreement from NVIDIA Corporation is strictly prohibited.
+//
+// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
+// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO
+// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,
+// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.
+//
+// Information and code furnished is believed to be accurate and reliable.
+// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such
+// information or for any infringement of patents or other rights of third parties that may
+// result from its use. No license is granted by implication or otherwise under any patent
+// or patent rights of NVIDIA Corporation. Details are subject to change without notice.
+// This code supersedes and replaces all information previously supplied.
+// NVIDIA Corporation products are not authorized for use as critical
+// components in life support devices or systems without express written approval of
+// NVIDIA Corporation.
+//
+// Copyright (c) 2008-2017 NVIDIA Corporation. All rights reserved.
+
#ifndef RENDER_UTILS_H
#define RENDER_UTILS_H
@@ -75,4 +93,27 @@ static DirectX::XMFLOAT4 XMFLOAT4Lerp(const DirectX::XMFLOAT4 v0, const DirectX:
return v;
}
+static const physx::PxVec3 forwardVector = physx::PxVec3(0, 0, 1);
+static const physx::PxVec3 upVector = physx::PxVec3(0, 1, 0);
+static const physx::PxVec3 rightVector = physx::PxVec3(1, 0, 0);
+
+PX_INLINE physx::PxQuat quatLookAt(const physx::PxVec3 direction)
+{
+ float d = direction.dot(forwardVector);
+ if (physx::PxAbs(d + 1.0f) < 1e-5f)
+ {
+ return physx::PxQuat(physx::PxPi, upVector);
+ }
+ else if (physx::PxAbs(d - 1.0f) < 1e-5f)
+ {
+ return physx::PxQuat(physx::PxIdentity);
+ }
+ else
+ {
+ float angle = physx::PxAcos(d);
+ physx::PxVec3 axis = forwardVector.cross(direction).getNormalized();
+ return physx::PxQuat(angle, axis);
+ }
+}
+
#endif //RENDER_UTILS_H \ No newline at end of file