// // Copyright (c) 2008-2014 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 "Color.h" #include "Vector2.h" #include "Vector3.h" #include namespace Urho3D { inline Color ToColor(const b2Color& color) { return Color(color.r, color.g, color.b); } inline b2Vec2 ToB2Vec2(const Vector2& vector) { return b2Vec2(vector.x_, vector.y_); } inline Vector2 ToVector2(const b2Vec2& vec2) { return Vector2(vec2.x, vec2.y); } inline b2Vec2 ToB2Vec2(const Vector3& vector) { return b2Vec2(vector.x_, vector.y_); } inline Vector3 ToVector3(const b2Vec2& vec2) { return Vector3(vec2.x, vec2.y, 0.0f); } /* inline bool operator == (const b2Vec2& left, const b2Vec2& right) { return left.x == right.x && left.y == right.y; } */ inline bool operator != (const b2Vec2& left, const b2Vec2& right) { return left.x != right.x || left.y != right.y; } }