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-// 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.
-// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
-// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
-
-#ifndef PXFOUNDATION_PXMATHUTILS_H
-#define PXFOUNDATION_PXMATHUTILS_H
-
-/** \addtogroup common
- @{
-*/
-
-#include "foundation/Px.h"
-
-#if !PX_DOXYGEN
-namespace physx
-{
-#endif
-
-/**
-\brief finds the shortest rotation between two vectors.
-
-\param[in] from the vector to start from
-\param[in] target the vector to rotate to
-\return a rotation about an axis normal to the two vectors which takes one to the other via the shortest path
-*/
-
-PX_FOUNDATION_API PxQuat PxShortestRotation(const PxVec3& from, const PxVec3& target);
-
-/* \brief diagonalizes a 3x3 symmetric matrix y
-
-The returned matrix satisfies M = R * D * R', where R is the rotation matrix for the output quaternion, R' its
-transpose, and D the diagonal matrix
-
-If the matrix is not symmetric, the result is undefined.
-
-\param[in] m the matrix to diagonalize
-\param[out] axes a quaternion rotation which diagonalizes the matrix
-\return the vector diagonal of the diagonalized matrix.
-*/
-
-PX_FOUNDATION_API PxVec3 PxDiagonalize(const PxMat33& m, PxQuat& axes);
-
-#if !PX_DOXYGEN
-} // namespace physx
-#endif
-
-/** @} */
-#endif