/////////////////////////////////////////////////////////////////////////////////////////////////// // OpenGL Mathematics Copyright (c) 2005 - 2014 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, P> boxInertia3 ( T const & Mass, detail::tvec3<T, P> const & Scale ) { detail::tmat3x3<T, P> 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, P> boxInertia4 ( T const & Mass, detail::tvec3<T, P> const & Scale ) { detail::tmat4x4<T, P> 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, P> diskInertia3 ( T const & Mass, T const & Radius ) { T a = Mass * Radius * Radius / T(2); detail::tmat3x3<T, P> Result(a); Result[2][2] *= static_cast<T>(2); return Result; } template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> diskInertia4 ( T const & Mass, T const & Radius ) { T a = Mass * Radius * Radius / T(2); detail::tmat4x4<T, P> Result(a); Result[2][2] *= static_cast<T>(2); Result[3][3] = static_cast<T>(1); return Result; } template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> ballInertia3 ( T const & Mass, T const & Radius ) { T a = static_cast<T>(2) * Mass * Radius * Radius / T(5); return detail::tmat3x3<T, P>(a); } template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> ballInertia4 ( T const & Mass, T const & Radius ) { T a = static_cast<T>(2) * Mass * Radius * Radius / T(5); detail::tmat4x4<T, P> Result(a); Result[3][3] = static_cast<T>(1); return Result; } template <typename T> GLM_FUNC_QUALIFIER detail::tmat3x3<T, P> sphereInertia3 ( T const & Mass, T const & Radius ) { T a = static_cast<T>(2) * Mass * Radius * Radius / T(3); return detail::tmat3x3<T, P>(a); } template <typename T> GLM_FUNC_QUALIFIER detail::tmat4x4<T, P> sphereInertia4 ( T const & Mass, T const & Radius ) { T a = static_cast<T>(2) * Mass * Radius * Radius / T(3); detail::tmat4x4<T, P> Result(a); Result[3][3] = static_cast<T>(1); return Result; } */ }//namespace glm