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- //
- // Copyright (c) 2008-2017 the Urho3D project.
- //
- // 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.
- //
- #pragma once
- #include "../Math/Quaternion.h"
- #include "../Math/Vector3.h"
- // ATOMIC BEGIN
- #include <Bullet/src/LinearMath/btVector3.h>
- #include <Bullet/src/LinearMath/btQuaternion.h>
- // ATOMIC END
- namespace Atomic
- {
- inline btVector3 ToBtVector3(const Vector3& vector)
- {
- return btVector3(vector.x_, vector.y_, vector.z_);
- }
- inline btQuaternion ToBtQuaternion(const Quaternion& quaternion)
- {
- return btQuaternion(quaternion.x_, quaternion.y_, quaternion.z_, quaternion.w_);
- }
- inline Vector3 ToVector3(const btVector3& vector)
- {
- return Vector3(vector.x(), vector.y(), vector.z());
- }
- inline Quaternion ToQuaternion(const btQuaternion& quaternion)
- {
- return Quaternion(quaternion.w(), quaternion.x(), quaternion.y(), quaternion.z());
- }
- inline bool HasWorldScaleChanged(const Vector3& oldWorldScale, const Vector3& newWorldScale)
- {
- Vector3 delta = newWorldScale - oldWorldScale;
- float dot = delta.DotProduct(delta);
- return dot > 0.01f;
- }
- }
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