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Removed old px3Cast

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Modificáronse 1 ficheiros con 0 adicións e 137 borrados
  1. 0 137
      Engine/source/T3D/physics/physx3/px3Cast.h

+ 0 - 137
Engine/source/T3D/physics/physx3/px3Cast.h

@@ -1,137 +0,0 @@
-//-----------------------------------------------------------------------------
-// Copyright (c) 2012 GarageGames, LLC
-//
-// Permission is hereby granted, free of charge, to any person obtaining a copy
-// of this software and associated documentation files (the "Software"), to
-// deal in the Software without restriction, including without limitation the
-// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
-// sell copies of the Software, and to permit persons to whom the Software is
-// furnished to do so, subject to the following conditions:
-//
-// The above copyright notice and this permission notice shall be included in
-// all copies or substantial portions of the Software.
-//
-// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
-// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
-// IN THE SOFTWARE.
-//-----------------------------------------------------------------------------
-
-#ifndef _PHYSX3_CASTS_H_
-#define _PHYSX3_CASTS_H_
-
-#ifndef _MPOINT3_H_
-#include "math/mPoint3.h"
-#endif
-#ifndef _MMATRIX_H_
-#include "math/mMatrix.h"
-#endif
-#ifndef _MBOX_H_
-#include "math/mBox.h"
-#endif
-#ifndef _MQUAT_H_
-#include "math/mQuat.h"
-#endif
-#ifndef _MTRANSFORM_H_
-#include "math/mTransform.h"
-#endif
-
-
-template <class T, class F> inline T px3Cast( const F &from );
-
-//-------------------------------------------------------------------------
-
-template<>
-inline Point3F px3Cast( const physx::PxVec3 &vec )
-{
-   return Point3F( vec.x, vec.y, vec.z );
-}
-
-template<>
-inline physx::PxVec3 px3Cast( const Point3F &point )
-{
-   return physx::PxVec3( point.x, point.y, point.z );
-}
-//-------------------------------------------------------------------------
-template<>
-inline QuatF px3Cast( const physx::PxQuat &quat )
-{
-   /// The Torque quat has the opposite winding order.
-   return QuatF( -quat.x, -quat.y, -quat.z, quat.w );
-}
-
-template<>
-inline physx::PxQuat px3Cast( const QuatF &quat )
-{
-   /// The Torque quat has the opposite winding order.
-   physx::PxQuat result( -quat.x, -quat.y, -quat.z, quat.w );
-   return result;
-}
-//-------------------------------------------------------------------------
-
-template<>
-inline physx::PxExtendedVec3 px3Cast( const Point3F &point )
-{
-   return physx::PxExtendedVec3( point.x, point.y, point.z );
-}
-
-template<>
-inline Point3F px3Cast( const physx::PxExtendedVec3 &xvec )
-{
-   return Point3F( xvec.x, xvec.y, xvec.z );
-}
-
-//-------------------------------------------------------------------------
-
-template<>
-inline physx::PxBounds3 px3Cast( const Box3F &box )
-{
-   physx::PxBounds3 bounds(px3Cast<physx::PxVec3>(box.minExtents),
-							px3Cast<physx::PxVec3>(box.maxExtents));
-   return bounds;
-}
-
-template<>
-inline Box3F px3Cast( const physx::PxBounds3 &bounds )
-{
-   return Box3F(  bounds.minimum.x, 
-                  bounds.minimum.y,
-                  bounds.minimum.z,
-                  bounds.maximum.x,
-                  bounds.maximum.y,
-                  bounds.maximum.z );
-}
-
-//-------------------------------------------------------------------------
-
-template<>
-inline physx::PxTransform px3Cast( const MatrixF &xfm )
-{
-   physx::PxTransform out;
-   QuatF q;
-   q.set(xfm);
-   out.q = px3Cast<physx::PxQuat>(q);
-   out.p = px3Cast<physx::PxVec3>(xfm.getPosition());
-   return out;
-}
-
-template<>
-inline TransformF px3Cast(const physx::PxTransform &xfm)
-{
-	TransformF out(px3Cast<Point3F>(xfm.p),AngAxisF(px3Cast<QuatF>(xfm.q)));
-	return out;
-}
-
-template<>
-inline MatrixF px3Cast( const physx::PxTransform &xfm )
-{
-   MatrixF out;
-   TransformF t = px3Cast<TransformF>(xfm);
-   out = t.getMatrix();
-   return out;
-}
-
-#endif