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/*==LICENSE==*
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CyanWorlds.com Engine - MMOG client, server and tools
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Copyright (C) 2011 Cyan Worlds, Inc.
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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Additional permissions under GNU GPL version 3 section 7
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If you modify this Program, or any covered work, by linking or
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK,
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK
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(or a modified version of those libraries),
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA,
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the
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licensors of this Program grant you additional
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permission to convey the resulting work. Corresponding Source for a
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non-source form of such a combination shall include the source code for
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered
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work.
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You can contact Cyan Worlds, Inc. by email legal@cyan.com
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or by snail mail at:
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Cyan Worlds, Inc.
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14617 N Newport Hwy
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Mead, WA 99021
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*==LICENSE==*/
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#ifndef plPXConvert_h_inc
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#define plPXConvert_h_inc
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#include "hsGeometry3.h"
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#include "hsQuat.h"
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#include "hsMatrix44.h"
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#include "NxVec3.h"
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#include "NxQuat.h"
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#include "NxMat34.h"
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// Converts to and from the PhysX types
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namespace plPXConvert
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{
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// The following conversions are just casts, due to the fact that the Plasma
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// and PhysX vector and quat classes don't have any virtual fuctions and have
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// all their data in the same offsets.
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inline NxVec3& Point(hsPoint3& vec) { return *((NxVec3*)&vec); }
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inline const NxVec3& Point(const hsPoint3& vec) { return *((NxVec3*)&vec); }
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inline hsPoint3& Point(NxVec3& vec) { return *((hsPoint3*)&vec); }
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inline const hsPoint3& Point(const NxVec3& vec) { return *((hsPoint3*)&vec); }
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inline NxVec3& Vector(hsVector3& vel) { return *((NxVec3*)&vel); }
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inline const NxVec3& Vector(const hsVector3& vel){ return *((NxVec3*)&vel); }
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inline hsVector3& Vector(NxVec3& vec) { return *((hsVector3*)&vec); }
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inline const hsVector3& Vector(const NxVec3& vec) { return *((hsVector3*)&vec); }
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inline const NxQuat& Quat(const hsQuat& quat) { return *((NxQuat*)&quat); }
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inline const hsQuat& Quat(const NxQuat& quat) { return *((hsQuat*)&quat); }
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// The matrix data doesn't match up, so we have to convert it
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inline void Matrix(const hsMatrix44& fromMat, NxMat34& toMat) { toMat.setRowMajor44(&fromMat.fMap[0][0]); }
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inline void Matrix(const NxMat34& fromMat, hsMatrix44& toMat) { toMat.NotIdentity(); fromMat.getRowMajor44(&toMat.fMap[0][0]); }
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bool Validate();
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};
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#endif // plPXConvert_h_inc
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