1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
|
//
// 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);
}
|