// 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 "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)); } }