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PxMathUtils.h
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/*
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* Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved.
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*
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* NVIDIA CORPORATION and its licensors retain all intellectual property
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* and proprietary rights in and to this software, related documentation
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* and any modifications thereto. Any use, reproduction, disclosure or
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* distribution of this software and related documentation without an express
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* license agreement from NVIDIA CORPORATION is strictly prohibited.
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*/
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// Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved.
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// Copyright (c) 2001-2004 NovodeX AG. All rights reserved.
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#ifndef PX_MATHUTILS_H
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#define PX_MATHUTILS_H
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#include "
common/PxPhysXCommonConfig.h
"
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#include "
foundation/PxTransform.h
"
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#ifndef PX_DOXYGEN
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namespace
physx
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{
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#endif
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PX_FOUNDATION_API
PxQuat
PxShortestRotation
(
const
PxVec3
& from,
const
PxVec3
& target);
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/* \brief diagonalizes a 3x3 matrix y
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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
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\param[in] m the matrix to diagonalize
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\param[out] axes a quaternion rotation which diagonalizes the matrix
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\return the vector diagonal of the diagonalized matrix.
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*/
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PX_FOUNDATION_API
PxVec3
PxDiagonalize
(
const
PxMat33
& m,
PxQuat
&axes);
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#ifndef PX_DOXYGEN
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}
// namespace physx
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#endif
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#endif
Copyright © 2008-2015 NVIDIA Corporation, 2701 San Tomas Expressway, Santa Clara, CA 95050 U.S.A. All rights reserved.
www.nvidia.com