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| author | git perforce import user <a@b> | 2016-10-25 12:29:14 -0600 |
|---|---|---|
| committer | Sheikh Dawood Abdul Ajees <Sheikh Dawood Abdul Ajees> | 2016-10-25 18:56:37 -0500 |
| commit | 3dfe2108cfab31ba3ee5527e217d0d8e99a51162 (patch) | |
| tree | fa6485c169e50d7415a651bf838f5bcd0fd3bfbd /PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html | |
| download | physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.tar.xz physx-3.4-3dfe2108cfab31ba3ee5527e217d0d8e99a51162.zip | |
Initial commit:
PhysX 3.4.0 Update @ 21294896
APEX 1.4.0 Update @ 21275617
[CL 21300167]
Diffstat (limited to 'PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html')
| -rw-r--r-- | PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html | 86 |
1 files changed, 86 insertions, 0 deletions
diff --git a/PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html b/PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html new file mode 100644 index 00000000..28428f11 --- /dev/null +++ b/PhysX_3.4/Documentation/PhysXAPI/files/PxMathUtils_8h-source.html @@ -0,0 +1,86 @@ +<html> + <head> + <title>NVIDIA(R) PhysX(R) SDK 3.4 API Reference: PxMathUtils.h Source File</title> + <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1"> + <LINK HREF="NVIDIA.css" REL="stylesheet" TYPE="text/css"> + </head> + + <body bgcolor="#FFFFFF"> + <div id="header"> + <hr class="first"> + <img alt="" src="images/PhysXlogo.png" align="middle"> <br> + <center> + <a class="qindex" href="main.html">Main Page</a> + <a class="qindex" href="hierarchy.html">Class Hierarchy</a> + <a class="qindex" href="annotated.html">Compound List</a> + <a class="qindex" href="functions.html">Compound Members</a> + </center> + <hr class="second"> + </div> +<!-- Generated by Doxygen 1.5.8 --> +<h1>PxMathUtils.h</h1><a href="PxMathUtils_8h.html">Go to the documentation of this file.</a><div class="fragment"><pre class="fragment"><a name="l00001"></a>00001 <span class="comment">// This code contains NVIDIA Confidential Information and is disclosed to you</span> +<a name="l00002"></a>00002 <span class="comment">// under a form of NVIDIA software license agreement provided separately to you.</span> +<a name="l00003"></a>00003 <span class="comment">//</span> +<a name="l00004"></a>00004 <span class="comment">// Notice</span> +<a name="l00005"></a>00005 <span class="comment">// NVIDIA Corporation and its licensors retain all intellectual property and</span> +<a name="l00006"></a>00006 <span class="comment">// proprietary rights in and to this software and related documentation and</span> +<a name="l00007"></a>00007 <span class="comment">// any modifications thereto. Any use, reproduction, disclosure, or</span> +<a name="l00008"></a>00008 <span class="comment">// distribution of this software and related documentation without an express</span> +<a name="l00009"></a>00009 <span class="comment">// license agreement from NVIDIA Corporation is strictly prohibited.</span> +<a name="l00010"></a>00010 <span class="comment">//</span> +<a name="l00011"></a>00011 <span class="comment">// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES</span> +<a name="l00012"></a>00012 <span class="comment">// NO WARRANTIES, EXPRESSED, IMPLIED, STATUTORY, OR OTHERWISE WITH RESPECT TO</span> +<a name="l00013"></a>00013 <span class="comment">// THE MATERIALS, AND EXPRESSLY DISCLAIMS ALL IMPLIED WARRANTIES OF NONINFRINGEMENT,</span> +<a name="l00014"></a>00014 <span class="comment">// MERCHANTABILITY, AND FITNESS FOR A PARTICULAR PURPOSE.</span> +<a name="l00015"></a>00015 <span class="comment">//</span> +<a name="l00016"></a>00016 <span class="comment">// Information and code furnished is believed to be accurate and reliable.</span> +<a name="l00017"></a>00017 <span class="comment">// However, NVIDIA Corporation assumes no responsibility for the consequences of use of such</span> +<a name="l00018"></a>00018 <span class="comment">// information or for any infringement of patents or other rights of third parties that may</span> +<a name="l00019"></a>00019 <span class="comment">// result from its use. No license is granted by implication or otherwise under any patent</span> +<a name="l00020"></a>00020 <span class="comment">// or patent rights of NVIDIA Corporation. Details are subject to change without notice.</span> +<a name="l00021"></a>00021 <span class="comment">// This code supersedes and replaces all information previously supplied.</span> +<a name="l00022"></a>00022 <span class="comment">// NVIDIA Corporation products are not authorized for use as critical</span> +<a name="l00023"></a>00023 <span class="comment">// components in life support devices or systems without express written approval of</span> +<a name="l00024"></a>00024 <span class="comment">// NVIDIA Corporation.</span> +<a name="l00025"></a>00025 <span class="comment">//</span> +<a name="l00026"></a>00026 <span class="comment">// Copyright (c) 2008-2016 NVIDIA Corporation. All rights reserved.</span> +<a name="l00027"></a>00027 <span class="comment">// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.</span> +<a name="l00028"></a>00028 <span class="comment">// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.</span> +<a name="l00029"></a>00029 +<a name="l00030"></a>00030 <span class="preprocessor">#ifndef PXFOUNDATION_PXMATHUTILS_H</span> +<a name="l00031"></a>00031 <span class="preprocessor"></span><span class="preprocessor">#define PXFOUNDATION_PXMATHUTILS_H</span> +<a name="l00032"></a>00032 <span class="preprocessor"></span> +<a name="l00037"></a>00037 <span class="preprocessor">#include "<a class="code" href="Px_8h.html">foundation/Px.h</a>"</span> +<a name="l00038"></a>00038 +<a name="l00039"></a>00039 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00040"></a>00040 <span class="preprocessor"></span><span class="keyword">namespace </span>physx +<a name="l00041"></a>00041 { +<a name="l00042"></a>00042 <span class="preprocessor">#endif</span> +<a name="l00043"></a>00043 <span class="preprocessor"></span> +<a name="l00052"></a>00052 PX_FOUNDATION_API <a class="code" href="classPxQuat.html" title="This is a quaternion class. For more information on quaternion mathematics consult...">PxQuat</a> <a class="code" href="group__common.html#geeccb7f7eed92f30cbbece3c45d2f5dd" title="finds the shortest rotation between two vectors.">PxShortestRotation</a>(<span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& from, <span class="keyword">const</span> <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a>& target); +<a name="l00053"></a>00053 +<a name="l00054"></a>00054 <span class="comment">/* \brief diagonalizes a 3x3 symmetric matrix y</span> +<a name="l00055"></a>00055 <span class="comment"></span> +<a name="l00056"></a>00056 <span class="comment">The returned matrix satisfies M = R * D * R', where R is the rotation matrix for the output quaternion, R' its</span> +<a name="l00057"></a>00057 <span class="comment">transpose, and D the diagonal matrix</span> +<a name="l00058"></a>00058 <span class="comment"></span> +<a name="l00059"></a>00059 <span class="comment">If the matrix is not symmetric, the result is undefined.</span> +<a name="l00060"></a>00060 <span class="comment"></span> +<a name="l00061"></a>00061 <span class="comment">\param[in] m the matrix to diagonalize</span> +<a name="l00062"></a>00062 <span class="comment">\param[out] axes a quaternion rotation which diagonalizes the matrix</span> +<a name="l00063"></a>00063 <span class="comment">\return the vector diagonal of the diagonalized matrix.</span> +<a name="l00064"></a>00064 <span class="comment">*/</span> +<a name="l00065"></a>00065 +<a name="l00066"></a>00066 PX_FOUNDATION_API <a class="code" href="classPxVec3.html" title="3 Element vector class.">PxVec3</a> <a class="code" href="group__common.html#gde7a77d4ae9d14e363364a9d72cf4932">PxDiagonalize</a>(<span class="keyword">const</span> <a class="code" href="classPxMat33.html" title="3x3 matrix class">PxMat33</a>& m, <a class="code" href="classPxQuat.html" title="This is a quaternion class. For more information on quaternion mathematics consult...">PxQuat</a>& axes); +<a name="l00067"></a>00067 +<a name="l00068"></a>00068 <span class="preprocessor">#if !PX_DOXYGEN</span> +<a name="l00069"></a>00069 <span class="preprocessor"></span>} <span class="comment">// namespace physx</span> +<a name="l00070"></a>00070 <span class="preprocessor">#endif</span> +<a name="l00071"></a>00071 <span class="preprocessor"></span> +<a name="l00073"></a>00073 <span class="preprocessor">#endif</span> +</pre></div></div> + +<hr style="width: 100%; height: 2px;"><br> +Copyright © 2008-2016 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved. <a href="http://www.nvidia.com ">www.nvidia.com</a> +</body> +</html> |