You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
63 lines
2.5 KiB
63 lines
2.5 KiB
14 years ago
|
/*==LICENSE==*
|
||
|
|
||
|
CyanWorlds.com Engine - MMOG client, server and tools
|
||
|
Copyright (C) 2011 Cyan Worlds, Inc.
|
||
|
|
||
|
This program is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
This program is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with this program. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
You can contact Cyan Worlds, Inc. by email legal@cyan.com
|
||
|
or by snail mail at:
|
||
|
Cyan Worlds, Inc.
|
||
|
14617 N Newport Hwy
|
||
|
Mead, WA 99021
|
||
|
|
||
|
*==LICENSE==*/
|
||
|
#ifndef plPXConvert_h_inc
|
||
|
#define plPXConvert_h_inc
|
||
|
|
||
|
#include "hsGeometry3.h"
|
||
|
#include "hsQuat.h"
|
||
|
#include "hsMatrix44.h"
|
||
|
|
||
|
#include "NxVec3.h"
|
||
|
#include "NxQuat.h"
|
||
|
#include "NxMat34.h"
|
||
|
|
||
|
// Converts to and from the PhysX types
|
||
|
namespace plPXConvert
|
||
|
{
|
||
|
// The following conversions are just casts, due to the fact that the Plasma
|
||
|
// and PhysX vector and quat classes don't have any virtual fuctions and have
|
||
|
// all their data in the same offsets.
|
||
|
inline NxVec3& Point(hsPoint3& vec) { return *((NxVec3*)&vec); }
|
||
|
inline const NxVec3& Point(const hsPoint3& vec) { return *((NxVec3*)&vec); }
|
||
|
inline hsPoint3& Point(NxVec3& vec) { return *((hsPoint3*)&vec); }
|
||
|
inline const hsPoint3& Point(const NxVec3& vec) { return *((hsPoint3*)&vec); }
|
||
|
|
||
|
inline NxVec3& Vector(hsVector3& vel) { return *((NxVec3*)&vel); }
|
||
|
inline const NxVec3& Vector(const hsVector3& vel){ return *((NxVec3*)&vel); }
|
||
|
inline hsVector3& Vector(NxVec3& vec) { return *((hsVector3*)&vec); }
|
||
|
inline const hsVector3& Vector(const NxVec3& vec) { return *((hsVector3*)&vec); }
|
||
|
|
||
|
inline const NxQuat& Quat(const hsQuat& quat) { return *((NxQuat*)&quat); }
|
||
|
inline const hsQuat& Quat(const NxQuat& quat) { return *((hsQuat*)&quat); }
|
||
|
|
||
|
// The matrix data doesn't match up, so we have to convert it
|
||
|
inline void Matrix(const hsMatrix44& fromMat, NxMat34& toMat) { toMat.setRowMajor44(&fromMat.fMap[0][0]); }
|
||
|
inline void Matrix(const NxMat34& fromMat, hsMatrix44& toMat) { toMat.NotIdentity(); fromMat.getRowMajor44(&toMat.fMap[0][0]); }
|
||
|
|
||
|
bool Validate();
|
||
|
};
|
||
|
|
||
|
#endif // plPXConvert_h_inc
|