1 | /* |
2 | * Copyright (c) 2008-2015, NVIDIA CORPORATION. All rights reserved. |
3 | * |
4 | * NVIDIA CORPORATION and its licensors retain all intellectual property |
5 | * and proprietary rights in and to this software, related documentation |
6 | * and any modifications thereto. Any use, reproduction, disclosure or |
7 | * distribution of this software and related documentation without an express |
8 | * license agreement from NVIDIA CORPORATION is strictly prohibited. |
9 | */ |
10 | // Copyright (c) 2004-2008 AGEIA Technologies, Inc. All rights reserved. |
11 | // Copyright (c) 2001-2004 NovodeX AG. All rights reserved. |
12 | |
13 | |
14 | #ifndef PX_MATHUTILS_H |
15 | #define PX_MATHUTILS_H |
16 | |
17 | /** \addtogroup common |
18 | @{ |
19 | */ |
20 | |
21 | #include "common/PxPhysXCommonConfig.h" |
22 | #include "foundation/PxTransform.h" |
23 | |
24 | #ifndef PX_DOXYGEN |
25 | namespace physx |
26 | { |
27 | #endif |
28 | |
29 | |
30 | /** |
31 | \brief finds the shortest rotation between two vectors. |
32 | |
33 | \param[in] from the vector to start from |
34 | \param[in] target the vector to rotate to |
35 | \return a rotation about an axis normal to the two vectors which takes one to the other via the shortest path |
36 | */ |
37 | |
38 | PX_FOUNDATION_API PxQuat PxShortestRotation(const PxVec3& from, const PxVec3& target); |
39 | |
40 | |
41 | /* \brief diagonalizes a 3x3 matrix y |
42 | |
43 | 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 |
44 | |
45 | \param[in] m the matrix to diagonalize |
46 | \param[out] axes a quaternion rotation which diagonalizes the matrix |
47 | \return the vector diagonal of the diagonalized matrix. |
48 | */ |
49 | |
50 | PX_FOUNDATION_API PxVec3 PxDiagonalize(const PxMat33& m, PxQuat &axes); |
51 | |
52 | #ifndef PX_DOXYGEN |
53 | } // namespace physx |
54 | #endif |
55 | |
56 | /** @} */ |
57 | #endif |
58 | |