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use std::ops::IndexMut;
use num::Zero;
use na::{self, RealField};
use ncollide::math::Point;
#[inline]
pub fn cone_volume<N: RealField>(dimension: usize, half_height: N, radius: N) -> N {
assert!(dimension == 2 || dimension == 3);
match dimension {
2 => radius * half_height * na::convert(2.0f64),
3 => radius * radius * N::pi() * half_height * na::convert(2.0f64 / 3.0),
_ => unreachable!(),
}
}
#[inline]
pub fn cone_area<N: RealField>(dimension: usize, half_height: N, radius: N) -> N {
assert!(dimension == 2 || dimension == 3);
match dimension {
2 => {
let height = half_height * na::convert(2.0f64);
let side = (height * height + radius * radius).sqrt();
radius * na::convert(2.0f64) + side
}
3 => {
let _pi = N::pi();
let height = half_height + half_height;
let side = (height * height + radius * radius).sqrt();
radius * radius * _pi + side * radius * _pi
}
_ => unreachable!(),
}
}
#[inline]
pub fn cone_center_of_mass<N: RealField>(half_height: N) -> Point<N> {
let mut com = Point::origin();
com[1] = -half_height / na::convert(2.0f64);
com
}
#[inline]
pub fn cone_unit_angular_inertia<N, I>(dimension: usize, half_height: N, radius: N) -> I
where
N: RealField,
I: Zero + IndexMut<(usize, usize), Output = N>,
{
assert!(dimension == 2 || dimension == 3);
match dimension {
2 => {
let mut res = I::zero();
res[(0, 0)] = radius * half_height * half_height * half_height / na::convert(3.0f64);
res
}
3 => {
let sq_radius = radius * radius;
let sq_height = half_height * half_height * na::convert(4.0f64);
let off_principal =
sq_radius * na::convert(3.0f64 / 20.0) + sq_height * na::convert(3.0f64 / 5.0);
let principal = sq_radius * na::convert(3.0f64 / 10.0);
let mut res = I::zero();
res[(0, 0)] = off_principal.clone();
res[(1, 1)] = principal;
res[(2, 2)] = off_principal;
res
}
_ => unreachable!(),
}
}