include/foundation/PxMathUtils.h
↰ Parent directory: include/foundation/
Source: include/foundation/PxMathUtils.h
Included By
Classes
Functions
PxComputeAngle: Compute the angle between two non-unit vectors.
PxComputeBasisVectors: Compute two normalized vectors (right and up) that are perpendicular to an input normalized vector (dir).
PxComputeBasisVectors: Compute three normalized vectors (dir, right and up) that are parallel to (dir) and perpendicular to (right, up) the normalized direction vector (p1 - p0)/||p1 - p0||.
PxEllipseClamp: Compute the closest point on an 2d ellipse to a given 2d point.
PxExp: Compute the exponent of a PxVec3.
PxGetNextIndex3: Compute (i+1)%3.
PxIntegrateTransform: integrate transform.
PxLargestAxis: return Returns 0 if v.x is largest element of v, 1 if v.y is largest element, 2 if v.z is largest element.
PxLog: return Returns the log of a PxQuat
PxOptimizeBoundingBox: computes a oriented bounding box around the scaled basis.
PxPlaneEquationFromTransform: creates a plane equation from a transform, such as the actor transform for a PxPlaneGeometry
PxSeparateSwingTwist: Compute from an input quaternion q a pair of quaternions (swing, twist) such that q = swing * twist with the caveats that swing.x = twist.y = twist.z = 0.
PxShortestRotation: finds the shortest rotation between two vectors.
PxSlerp: Spherical linear interpolation of two quaternions.
PxTanHalf: Compute tan(theta/2) given sin(theta) and cos(theta) as inputs.
PxTransformFromPlaneEquation: creates a transform from a plane equation, suitable for an actor transform for a PxPlaneGeometry
PxTransformFromSegment: creates a transform from the endpoints of a segment, suitable for an actor transform for a PxCapsuleGeometry