Files
bullet3/Extras/PhysicsEffects/include/physics_effects/util/pfx_mass.h
erwin.coumans a93a661b94 Add PhysicsEffects to Extras. The build is only tested on Windows and Android.
The Android/NEON optimized version of Physics Effects is thanks to Graham Rhodes and Anthony Hamilton, See Issue 587
2012-03-05 04:59:58 +00:00

61 lines
2.1 KiB
C++

/*
Physics Effects Copyright(C) 2010 Sony Computer Entertainment Inc.
All rights reserved.
Physics Effects is open software; you can redistribute it and/or
modify it under the terms of the BSD License.
Physics Effects is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the BSD License for more details.
A copy of the BSD License is distributed with
Physics Effects under the filename: physics_effects_license.txt
*/
///////////////////////////////////////////////////////////////////////////////
//E Mass , Inertia tensor calculation
//J 質量・慣性テンソルの算出
#ifndef _SCE_PFX_MASS_H
#define _SCE_PFX_MASS_H
#include "../base_level/base/pfx_common.h"
namespace sce {
namespace PhysicsEffects {
// Box
PfxFloat pfxCalcMassBox(PfxFloat density,const PfxVector3 &halfExtent);
PfxMatrix3 pfxCalcInertiaBox(const PfxVector3 &halfExtent,PfxFloat mass);
// Sphere
PfxFloat pfxCalcMassSphere(PfxFloat density,PfxFloat radius);
PfxMatrix3 pfxCalcInertiaSphere(PfxFloat radius,PfxFloat mass);
// Cylinder
PfxFloat pfxCalcMassCylinder(PfxFloat density,PfxFloat halfLength,PfxFloat radius);
PfxMatrix3 pfxCalcInertiaCylinderX(PfxFloat halfLength,PfxFloat radius,PfxFloat mass);
PfxMatrix3 pfxCalcInertiaCylinderY(PfxFloat halfLength,PfxFloat radius,PfxFloat mass);
PfxMatrix3 pfxCalcInertiaCylinderZ(PfxFloat halfLength,PfxFloat radius,PfxFloat mass);
///////////////////////////////////////////////////////////////////////////////
//E Mass convertion
//J 質量の移動・回転・合成
// translation
//E returns translated inertia tensor
//J 移動後の慣性テンソルを返します
PfxMatrix3 pfxMassTranslate(PfxFloat mass,const PfxMatrix3 &inertia,const PfxVector3 &translation);
// rotation
//E returns rotated inertia tensor
//J 回転後の慣性テンソルを返します
PfxMatrix3 pfxMassRotate(const PfxMatrix3 &inertia,const PfxMatrix3 &rotate);
} //namespace PhysicsEffects
} //namespace sce
#endif // _SCE_PFX_MASS_H