/usr/include/glm/gtx/inertia.inl is in libglm-dev 0.9.5.4-1.
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// 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
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