32 return m_quat.toMatrix3x3();
Implementation of quaternion.
Vector< T, 3 > RotationDOF
DYN_FUNC Quat< T > getOrientation() const
DYN_FUNC Rigid(Vector< T, 3 > p, Quat< T > quat)
DYN_FUNC Vector< T, 3 > getCenter() const
Vector< T, 3 > TranslationDOF
DYN_FUNC SquareMatrix< T, 3 > getRotationMatrix() const
This is an implementation of AdditiveCCD based on peridyno.
Rigid< float, 3 > Rigid3f
Rigid< double, 3 > Rigid3d