genesis-3d_engine/Engine/ExtIncludes/physX3/windows/common/PxMathUtils.h
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

75 lines
2.7 KiB
C++

// This code contains NVIDIA Confidential Information and is disclosed to you
// under a form of NVIDIA software license agreement provided separately to you.
//
// Notice
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// ALL NVIDIA DESIGN SPECIFICATIONS, CODE ARE PROVIDED "AS IS.". NVIDIA MAKES
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// This code supersedes and replaces all information previously supplied.
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// Copyright (c) 2008-2013 NVIDIA Corporation. All rights reserved.
// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
#ifndef PX_MATHUTILS_H
#define PX_MATHUTILS_H
/** \addtogroup common
@{
*/
#include "common/PxPhysXCommon.h"
#include "foundation/PxTransform.h"
#ifndef PX_DOXYGEN
namespace physx
{
#endif
/**
\brief finds the shortest rotation between two vectors.
\param[in] from the vector to start from
\param[in] target the vector to rotate to
\return a rotation about an axis normal to the two vectors which takes one to the other via the shortest path
*/
PX_FOUNDATION_API PxQuat PxShortestRotation(const PxVec3& from, const PxVec3& target);
/* \brief diagonalizes a 3x3 matrix y
The returned matrix satisfies M = R * D * R', where R is the rotation matrix for the output quaternion, R' its transpose, and D the diagonal matrix
\param[in] m the matrix to diagonalize
\param[out] axes a quaternion rotation which diagonalizes the matrix
\return the vector diagonal of the diagonalized matrix.
*/
PX_FOUNDATION_API PxVec3 PxDiagonalize(const PxMat33& m, PxQuat &axes);
#ifndef PX_DOXYGEN
} // namespace physx
#endif
/** @} */
#endif