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 
23 #pragma once
24 
25 #include "../Math/Quaternion.h"
26 #include "../Math/Vector3.h"
27 
28 #include <Bullet/LinearMath/btVector3.h>
29 #include <Bullet/LinearMath/btQuaternion.h>
30 
31 namespace Urho3D
32 {
33 
ToBtVector3(const Vector3 & vector)34 inline btVector3 ToBtVector3(const Vector3& vector)
35 {
36     return btVector3(vector.x_, vector.y_, vector.z_);
37 }
38 
ToBtQuaternion(const Quaternion & quaternion)39 inline btQuaternion ToBtQuaternion(const Quaternion& quaternion)
40 {
41     return btQuaternion(quaternion.x_, quaternion.y_, quaternion.z_, quaternion.w_);
42 }
43 
ToVector3(const btVector3 & vector)44 inline Vector3 ToVector3(const btVector3& vector)
45 {
46     return Vector3(vector.x(), vector.y(), vector.z());
47 }
48 
ToQuaternion(const btQuaternion & quaternion)49 inline Quaternion ToQuaternion(const btQuaternion& quaternion)
50 {
51     return Quaternion(quaternion.w(), quaternion.x(), quaternion.y(), quaternion.z());
52 }
53 
HasWorldScaleChanged(const Vector3 & oldWorldScale,const Vector3 & newWorldScale)54 inline bool HasWorldScaleChanged(const Vector3& oldWorldScale, const Vector3& newWorldScale)
55 {
56     Vector3 delta = newWorldScale - oldWorldScale;
57     float dot = delta.DotProduct(delta);
58     return dot > 0.01f;
59 }
60 
61 }
62