104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			104 lines
		
	
	
		
			2.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // OpenGL Mathematics Copyright (c) 2005 - 2011 G-Truc Creation (www.g-truc.net)
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| // Created : 2006-04-21
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| // Updated : 2006-12-06
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| // Licence : This source is under MIT License
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| // File    : glm/gtx/inertia.inl
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| ///////////////////////////////////////////////////////////////////////////////////////////////////
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| 
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| namespace glm{
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| namespace gtx{
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| namespace inertia{
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| 
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|     template <typename T>
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|     inline detail::tmat3x3<T> boxInertia3(
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| 		const T Mass, 
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| 		const detail::tvec3<T>& Scale)
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|     {
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| 	    detail::tmat3x3<T> Result(T(1));
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| 	    Result[0][0] = (Scale.y * Scale.y + Scale.z * Scale.z) * Mass / T(12);
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| 	    Result[1][1] = (Scale.x * Scale.x + Scale.z * Scale.z) * Mass / T(12);
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| 	    Result[2][2] = (Scale.x * Scale.x + Scale.y * Scale.y) * Mass / T(12);
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|         return Result;
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat4x4<T> boxInertia4(
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| 		const T Mass, 
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| 		const detail::tvec3<T>& Scale)
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|     {
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| 	    detail::tmat4x4<T> Result(T(1));
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| 	    Result[0][0] = (Scale.y * Scale.y + Scale.z * Scale.z) * Mass / T(12);
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| 	    Result[1][1] = (Scale.x * Scale.x + Scale.z * Scale.z) * Mass / T(12);
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| 	    Result[2][2] = (Scale.x * Scale.x + Scale.y * Scale.y) * Mass / T(12);
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|         return Result;
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat3x3<T> diskInertia3(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = Mass * Radius * Radius / T(2);
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|         detail::tmat3x3<T> Result(a);
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|         Result[2][2] *= T(2);
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|         return Result;
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat4x4<T> diskInertia4(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = Mass * Radius * Radius / T(2);
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|         detail::tmat4x4<T> Result(a);
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|         Result[2][2] *= T(2);
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|         Result[3][3] = T(1);
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|         return Result;
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat3x3<T> ballInertia3(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = T(2) * Mass * Radius * Radius / T(5);
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|         return detail::tmat3x3<T>(a);
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat4x4<T> ballInertia4(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = T(2) * Mass * Radius * Radius / T(5);
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|         detail::tmat4x4<T> Result(a);
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|         Result[3][3] = T(1);
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|         return Result;
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat3x3<T> sphereInertia3(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = T(2) * Mass * Radius * Radius / T(3);
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|         return detail::tmat3x3<T>(a);
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|     }
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| 
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|     template <typename T>
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|     inline detail::tmat4x4<T> sphereInertia4(
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| 		const T Mass, 
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| 		const T Radius)
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|     {
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|         T a = T(2) * Mass * Radius * Radius / T(3);
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|         detail::tmat4x4<T> Result(a);
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|         Result[3][3] = T(1);
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|         return Result;
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|     }
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| 
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| }//namespace inertia
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| }//namespace gtx
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| }//namespace glm
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