set svn:eol-style native for folder files http://code.google.com/p/bullet/issues/detail?id=191
74 lines
2.8 KiB
C
74 lines
2.8 KiB
C
/*
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Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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All rights reserved.
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Redistribution and use in source and binary forms,
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with or without modification, are permitted provided that the
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following conditions are met:
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* Redistributions of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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* Redistributions in binary form must reproduce the above copyright
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notice, this list of conditions and the following disclaimer in the
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documentation and/or other materials provided with the distribution.
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* Neither the name of the Sony Computer Entertainment Inc nor the names
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of its contributors may be used to endorse or promote products derived
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from this software without specific prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
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AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
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ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE
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LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
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CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
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SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
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INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef AOS_VECTORMATH_BULLET_CONVERT_H
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#define AOS_VECTORMATH_BULLET_CONVERT_H
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#include <vectormath_aos.h>
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#include "LinearMath/btVector3.h"
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#include "LinearMath/btQuaternion.h"
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#include "LinearMath/btMatrix3x3.h"
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inline Vectormath::Aos::Vector3 getVmVector3(const btVector3& bulletVec)
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{
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return Vectormath::Aos::Vector3(bulletVec.getX(),bulletVec.getY(),bulletVec.getZ());
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}
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inline btVector3 getBtVector3(const Vectormath::Aos::Vector3& vmVec)
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{
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return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ());
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}
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inline btVector3 getBtVector3(const Vectormath::Aos::Point3& vmVec)
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{
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return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ());
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}
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inline Vectormath::Aos::Quat getVmQuat(const btQuaternion& bulletQuat)
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{
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Vectormath::Aos::Quat vmQuat(bulletQuat.getX(),bulletQuat.getY(),bulletQuat.getZ(),bulletQuat.getW());
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return vmQuat;
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}
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inline btQuaternion getBtQuat(const Vectormath::Aos::Quat& vmQuat)
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{
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return btQuaternion (vmQuat.getX(),vmQuat.getY(),vmQuat.getZ(),vmQuat.getW());
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}
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inline Vectormath::Aos::Matrix3 getVmMatrix3(const btMatrix3x3& btMat)
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{
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Vectormath::Aos::Matrix3 mat(
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getVmVector3(btMat.getColumn(0)),
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getVmVector3(btMat.getColumn(1)),
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getVmVector3(btMat.getColumn(2)));
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return mat;
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}
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#endif //AOS_VECTORMATH_BULLET_CONVERT_H
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