// 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. #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); }