PhysicsUtils.h 2.1 KB

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  1. //
  2. // Copyright (c) 2008-2017 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #pragma once
  23. #include "../Math/Quaternion.h"
  24. #include "../Math/Vector3.h"
  25. // ATOMIC BEGIN
  26. #include <Bullet/src/LinearMath/btVector3.h>
  27. #include <Bullet/src/LinearMath/btQuaternion.h>
  28. // ATOMIC END
  29. namespace Atomic
  30. {
  31. inline btVector3 ToBtVector3(const Vector3& vector)
  32. {
  33. return btVector3(vector.x_, vector.y_, vector.z_);
  34. }
  35. inline btQuaternion ToBtQuaternion(const Quaternion& quaternion)
  36. {
  37. return btQuaternion(quaternion.x_, quaternion.y_, quaternion.z_, quaternion.w_);
  38. }
  39. inline Vector3 ToVector3(const btVector3& vector)
  40. {
  41. return Vector3(vector.x(), vector.y(), vector.z());
  42. }
  43. inline Quaternion ToQuaternion(const btQuaternion& quaternion)
  44. {
  45. return Quaternion(quaternion.w(), quaternion.x(), quaternion.y(), quaternion.z());
  46. }
  47. inline bool HasWorldScaleChanged(const Vector3& oldWorldScale, const Vector3& newWorldScale)
  48. {
  49. Vector3 delta = newWorldScale - oldWorldScale;
  50. float dot = delta.DotProduct(delta);
  51. return dot > 0.01f;
  52. }
  53. }