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/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2013 G-Truc Creation (www.g-truc.net) /////////////////////////////////////////////////////////////////////////////////////////////////// // Created : 2006-04-21 // Updated : 2006-12-06 // Licence : This source is under MIT License // File : glm/gtx/inertia.inl ///////////////////////////////////////////////////////////////////////////////////////////////////
namespace glm { template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T> boxInertia3 ( T const & Mass, detail::tvec3<T> const & Scale ) { detail::tmat3x3<T> Result(T(1)); Result[0][0] = (Scale.y * Scale.y + Scale.z * Scale.z) * Mass / T(12); Result[1][1] = (Scale.x * Scale.x + Scale.z * Scale.z) * Mass / T(12); Result[2][2] = (Scale.x * Scale.x + Scale.y * Scale.y) * Mass / T(12); return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> boxInertia4 ( T const & Mass, detail::tvec3<T> const & Scale ) { detail::tmat4x4<T> Result(T(1)); Result[0][0] = (Scale.y * Scale.y + Scale.z * Scale.z) * Mass / T(12); Result[1][1] = (Scale.x * Scale.x + Scale.z * Scale.z) * Mass / T(12); Result[2][2] = (Scale.x * Scale.x + Scale.y * Scale.y) * Mass / T(12); return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T> diskInertia3 ( T const & Mass, T const & Radius ) { T a = Mass * Radius * Radius / T(2); detail::tmat3x3<T> Result(a); Result[2][2] *= T(2); return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> diskInertia4 ( T const & Mass, T const & Radius ) { T a = Mass * Radius * Radius / T(2); detail::tmat4x4<T> Result(a); Result[2][2] *= T(2); Result[3][3] = T(1); return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T> ballInertia3 ( T const & Mass, T const & Radius ) { T a = T(2) * Mass * Radius * Radius / T(5); return detail::tmat3x3<T>(a); }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> ballInertia4 ( T const & Mass, T const & Radius ) { T a = T(2) * Mass * Radius * Radius / T(5); detail::tmat4x4<T> Result(a); Result[3][3] = T(1); return Result; }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T> sphereInertia3 ( T const & Mass, T const & Radius ) { T a = T(2) * Mass * Radius * Radius / T(3); return detail::tmat3x3<T>(a); }
template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T> sphereInertia4 ( T const & Mass, T const & Radius ) { T a = T(2) * Mass * Radius * Radius / T(3); detail::tmat4x4<T> Result(a); Result[3][3] = T(1); return Result; } }//namespace glm
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