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Bullet Collision Detection & Physics Library
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00001 /* 00002 Copyright (C) 2006, 2007 Sony Computer Entertainment Inc. 00003 All rights reserved. 00004 00005 Redistribution and use in source and binary forms, 00006 with or without modification, are permitted provided that the 00007 following conditions are met: 00008 * Redistributions of source code must retain the above copyright 00009 notice, this list of conditions and the following disclaimer. 00010 * Redistributions in binary form must reproduce the above copyright 00011 notice, this list of conditions and the following disclaimer in the 00012 documentation and/or other materials provided with the distribution. 00013 * Neither the name of the Sony Computer Entertainment Inc nor the names 00014 of its contributors may be used to endorse or promote products derived 00015 from this software without specific prior written permission. 00016 00017 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" 00018 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE 00019 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE 00020 ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE 00021 LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR 00022 CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF 00023 SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS 00024 INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN 00025 CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) 00026 ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE 00027 POSSIBILITY OF SUCH DAMAGE. 00028 */ 00029 00030 #ifndef BT_AOS_VECTORMATH_BULLET_CONVERT_H 00031 #define BT_AOS_VECTORMATH_BULLET_CONVERT_H 00032 00033 #include "PlatformDefinitions.h" 00034 #include "LinearMath/btVector3.h" 00035 #include "LinearMath/btQuaternion.h" 00036 #include "LinearMath/btMatrix3x3.h" 00037 00038 inline Vectormath::Aos::Vector3 getVmVector3(const btVector3& bulletVec) 00039 { 00040 return Vectormath::Aos::Vector3(bulletVec.getX(),bulletVec.getY(),bulletVec.getZ()); 00041 } 00042 00043 inline btVector3 getBtVector3(const Vectormath::Aos::Vector3& vmVec) 00044 { 00045 return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ()); 00046 } 00047 inline btVector3 getBtVector3(const Vectormath::Aos::Point3& vmVec) 00048 { 00049 return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ()); 00050 } 00051 00052 inline Vectormath::Aos::Quat getVmQuat(const btQuaternion& bulletQuat) 00053 { 00054 Vectormath::Aos::Quat vmQuat(bulletQuat.getX(),bulletQuat.getY(),bulletQuat.getZ(),bulletQuat.getW()); 00055 return vmQuat; 00056 } 00057 00058 inline btQuaternion getBtQuat(const Vectormath::Aos::Quat& vmQuat) 00059 { 00060 return btQuaternion (vmQuat.getX(),vmQuat.getY(),vmQuat.getZ(),vmQuat.getW()); 00061 } 00062 00063 inline Vectormath::Aos::Matrix3 getVmMatrix3(const btMatrix3x3& btMat) 00064 { 00065 Vectormath::Aos::Matrix3 mat( 00066 getVmVector3(btMat.getColumn(0)), 00067 getVmVector3(btMat.getColumn(1)), 00068 getVmVector3(btMat.getColumn(2))); 00069 return mat; 00070 } 00071 00072 00073 #endif //BT_AOS_VECTORMATH_BULLET_CONVERT_H