/////////////////////////////////////////////////////////////////////////////////// /// OpenGL Mathematics (glm.g-truc.net) /// /// Copyright (c) 2005 - 2014 G-Truc Creation (www.g-truc.net) /// Permission is hereby granted, free of charge, to any person obtaining a copy /// of this software and associated documentation files (the "Software"), to deal /// in the Software without restriction, including without limitation the rights /// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell /// copies of the Software, and to permit persons to whom the Software is /// furnished to do so, subject to the following conditions: /// /// The above copyright notice and this permission notice shall be included in /// all copies or substantial portions of the Software. /// /// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR /// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, /// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE /// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER /// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, /// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN /// THE SOFTWARE. /// /// @ref gtx_inertia /// @file glm/gtx/inertia.hpp /// @date 2006-04-21 / 2011-06-07 /// @author Christophe Riccio /// /// @see core (dependence) /// @see gtx_extented_min_max (dependence) /// /// @defgroup gtx_inertia GLM_GTX_inertia /// @ingroup gtx /// /// @brief Create inertia matrices /// /// <glm/gtx/inertia.hpp> need to be included to use these functionalities. /////////////////////////////////////////////////////////////////////////////////// #ifndef GLM_GTX_inertia #define GLM_GTX_inertia // Dependency: #include "../glm.hpp" #if(defined(GLM_MESSAGES) && !defined(GLM_EXT_INCLUDED)) # pragma message("GLM: GLM_GTX_inertia extension included") #endif namespace glm { /* /// @addtogroup gtx_inertia /// @{ //! Build an inertia matrix for a box. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat3x3<T, P> boxInertia3( T const & Mass, detail::tvec3<T, P> const & Scale); //! Build an inertia matrix for a box. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat4x4<T, P> boxInertia4( T const & Mass, detail::tvec3<T, P> const & Scale); //! Build an inertia matrix for a disk. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat3x3<T, P> diskInertia3( T const & Mass, T const & Radius); //! Build an inertia matrix for a disk. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat4x4<T, P> diskInertia4( T const & Mass, T const & Radius); //! Build an inertia matrix for a ball. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat3x3<T, P> ballInertia3( T const & Mass, T const & Radius); //! Build an inertia matrix for a ball. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat4x4<T, P> ballInertia4( T const & Mass, T const & Radius); //! Build an inertia matrix for a sphere. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat3x3<T, P> sphereInertia3( T const & Mass, T const & Radius); //! Build an inertia matrix for a sphere. //! From GLM_GTX_inertia extension. template <typename T, precision P> detail::tmat4x4<T, P> sphereInertia4( T const & Mass, T const & Radius); */ /// @} }// namespace glm #include "inertia.inl" #endif//GLM_GTX_inertia