// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 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 "PxTkMatrixUtils.h" using namespace PxToolkit; void PxToolkit::setRotX(PxMat33& m, PxReal angle) { m = PxMat33(PxIdentity); const PxReal cos = cosf(angle); const PxReal sin = sinf(angle); m[1][1] = m[2][2] = cos; m[1][2] = sin; m[2][1] = -sin; } void PxToolkit::setRotY(PxMat33& m, PxReal angle) { m = PxMat33(PxIdentity); const PxReal cos = cosf(angle); const PxReal sin = sinf(angle); m[0][0] = m[2][2] = cos; m[0][2] = -sin; m[2][0] = sin; } void PxToolkit::setRotZ(PxMat33& m, PxReal angle) { m = PxMat33(PxIdentity); const PxReal cos = cosf(angle); const PxReal sin = sinf(angle); m[0][0] = m[1][1] = cos; m[0][1] = sin; m[1][0] = -sin; } PxQuat PxToolkit::getRotXQuat(float angle) { PxMat33 m; setRotX(m, angle); return PxQuat(m); } PxQuat PxToolkit::getRotYQuat(float angle) { PxMat33 m; setRotY(m, angle); return PxQuat(m); } PxQuat PxToolkit::getRotZQuat(float angle) { PxMat33 m; setRotZ(m, angle); return PxQuat(m); }