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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) 2008-2016 NVIDIA Corporation. All rights reserved.
+// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
+// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
+
+#include "foundation/PxPreprocessor.h"
+#include "foundation/PxTransform.h"
+#include "foundation/PxMathUtils.h"
+
+namespace physx
+{
+
+
+PX_FOUNDATION_API PxTransform PxTransformFromPlaneEquation(const PxPlane& plane)
+{
+ PxPlane p = plane;
+ p.normalize();
+
+ // special case handling for axis aligned planes
+ const PxReal halfsqrt2 = 0.707106781;
+ PxQuat q;
+ if(2 == (p.n.x == 0.0f) + (p.n.y == 0.0f) + (p.n.z == 0.0f)) // special handling for axis aligned planes
+ {
+ if(p.n.x > 0) q = PxQuat(PxIdentity);
+ else if(p.n.x < 0) q = PxQuat(0, 0, 1.0f, 0);
+ else q = PxQuat(0.0f, -p.n.z, p.n.y, 1.0f) * halfsqrt2;
+ }
+ else q = PxShortestRotation(PxVec3(1.f,0,0), p.n);
+
+ return PxTransform(-p.n * p.d, q);
+
+}
+
+PX_FOUNDATION_API PxTransform PxTransformFromSegment(const PxVec3& p0, const PxVec3& p1, PxReal* halfHeight)
+{
+ const PxVec3 axis = p1-p0;
+ const PxReal height = axis.magnitude();
+ if(halfHeight)
+ *halfHeight = height/2;
+
+ return PxTransform((p1+p0) * 0.5f,
+ height<1e-6f ? PxQuat(PxIdentity) : PxShortestRotation(PxVec3(1.f,0,0), axis/height));
+}
+
+}