//----------------------------------------------------------------------------- // 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 _BULLET_CASTS_H_ #define _BULLET_CASTS_H_ #ifndef _BULLET_H_ #include "T3D/physics/bullet/bt.h" #endif #ifndef _MMATRIX_H_ #include "math/mMatrix.h" #endif #ifndef _MPOINT3_H_ #include "math/mPoint3.h" #endif #ifndef _MQUAT_H_ #include "math/mQuat.h" #endif template inline T btCast( const F &from ); //------------------------------------------------------------------------- template<> inline Point3F btCast( const btVector3 &vec ) { return Point3F( vec.x(), vec.y(), vec.z() ); } template<> inline btVector3 btCast( const Point3F &point ) { return btVector3( point.x, point.y, point.z ); } template<> inline QuatF btCast( const btQuaternion &quat ) { /// The Torque quat has the opposite winding order. return QuatF( -quat.x(), -quat.y(), -quat.z(), quat.w() ); } template<> inline btQuaternion btCast( const QuatF &quat ) { /// The Torque quat has the opposite winding order. return btQuaternion( -quat.x, -quat.y, -quat.z, quat.w ); } template<> inline btTransform btCast( const MatrixF &xfm ) { btTransform out; out.getBasis().setValue( xfm[0], xfm[1], xfm[2], xfm[4], xfm[5], xfm[6], xfm[8], xfm[9], xfm[10] ); out.getOrigin().setValue( xfm[3], xfm[7], xfm[11] ); return out; } template<> inline MatrixF btCast( const btTransform &xfm ) { MatrixF out; // Set the rotation. out.setRow( 0, btCast( xfm.getBasis()[0] ) ); out.setRow( 1, btCast( xfm.getBasis()[1] ) ); out.setRow( 2, btCast( xfm.getBasis()[2] ) ); // The position. out[3] = xfm.getOrigin().x(); out[7] = xfm.getOrigin().y(); out[11] = xfm.getOrigin().z(); // Clear out the rest. out[12] = out[13] = out[14] = 0.0f; out[15] = 1.0f; return out; } #endif // _BULLET_CASTS_H_