Bullet Collision Detection & Physics Library
vectormath2bullet.h
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1 /*
2  Copyright (C) 2006, 2007 Sony Computer Entertainment Inc.
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29 
30 #ifndef BT_AOS_VECTORMATH_BULLET_CONVERT_H
31 #define BT_AOS_VECTORMATH_BULLET_CONVERT_H
32 
33 #include "PlatformDefinitions.h"
34 #include "LinearMath/btVector3.h"
36 #include "LinearMath/btMatrix3x3.h"
37 
39 {
40  return Vectormath::Aos::Vector3((float)bulletVec.getX(),(float)bulletVec.getY(),(float)bulletVec.getZ());
41 }
42 
44 {
45  return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ());
46 }
48 {
49  return btVector3(vmVec.getX(),vmVec.getY(),vmVec.getZ());
50 }
51 
52 inline Vectormath::Aos::Quat getVmQuat(const btQuaternion& bulletQuat)
53 {
54  Vectormath::Aos::Quat vmQuat((float)bulletQuat.getX(),(float)bulletQuat.getY(),(float)bulletQuat.getZ(),(float)bulletQuat.getW());
55  return vmQuat;
56 }
57 
59 {
60  return btQuaternion (vmQuat.getX(),vmQuat.getY(),vmQuat.getZ(),vmQuat.getW());
61 }
62 
64 {
66  getVmVector3(btMat.getColumn(0)),
67  getVmVector3(btMat.getColumn(1)),
68  getVmVector3(btMat.getColumn(2)));
69  return mat;
70 }
71 
72 
73 #endif //BT_AOS_VECTORMATH_BULLET_CONVERT_H