/*************************************************************************/ /* bullet_types_converter.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* 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. */ /*************************************************************************/ #include "bullet_types_converter.h" /** @author AndreaCatania */ // ++ BULLET to GODOT ++++++++++ void B_TO_G(btVector3 const &inVal, Vector3 &outVal) { outVal[0] = inVal[0]; outVal[1] = inVal[1]; outVal[2] = inVal[2]; } void INVERT_B_TO_G(btVector3 const &inVal, Vector3 &outVal) { outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.; outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.; outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.; } void B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) { B_TO_G(inVal[0], outVal[0]); B_TO_G(inVal[1], outVal[1]); B_TO_G(inVal[2], outVal[2]); } void INVERT_B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) { INVERT_B_TO_G(inVal[0], outVal[0]); INVERT_B_TO_G(inVal[1], outVal[1]); INVERT_B_TO_G(inVal[2], outVal[2]); } void B_TO_G(btTransform const &inVal, Transform &outVal) { B_TO_G(inVal.getBasis(), outVal.basis); B_TO_G(inVal.getOrigin(), outVal.origin); } // ++ GODOT to BULLET ++++++++++ void G_TO_B(Vector3 const &inVal, btVector3 &outVal) { outVal[0] = inVal[0]; outVal[1] = inVal[1]; outVal[2] = inVal[2]; } void INVERT_G_TO_B(Vector3 const &inVal, btVector3 &outVal) { outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.; outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.; outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.; } void G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) { G_TO_B(inVal[0], outVal[0]); G_TO_B(inVal[1], outVal[1]); G_TO_B(inVal[2], outVal[2]); } void INVERT_G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) { INVERT_G_TO_B(inVal[0], outVal[0]); INVERT_G_TO_B(inVal[1], outVal[1]); INVERT_G_TO_B(inVal[2], outVal[2]); } void G_TO_B(Transform const &inVal, btTransform &outVal) { G_TO_B(inVal.basis, outVal.getBasis()); G_TO_B(inVal.origin, outVal.getOrigin()); } void UNSCALE_BT_BASIS(btTransform &scaledBasis) { btMatrix3x3 &m(scaledBasis.getBasis()); btVector3 column0(m[0][0], m[1][0], m[2][0]); btVector3 column1(m[0][1], m[1][1], m[2][1]); btVector3 column2(m[0][2], m[1][2], m[2][2]); column0.normalize(); column1.normalize(); column2.normalize(); m.setValue(column0[0], column1[0], column2[0], column0[1], column1[1], column2[1], column0[2], column1[2], column2[2]); }