2019-11-23 20:27:39 +08:00
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/****************************************************************************
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Copyright (c) 2015-2016 Chukong Technologies Inc.
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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2021-12-25 10:04:45 +08:00
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2022-10-01 16:24:52 +08:00
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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2019-11-23 20:27:39 +08:00
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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2019-11-23 20:27:39 +08:00
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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2023-06-11 13:08:08 +08:00
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#include "physics3d/Physics3D.h"
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#if AX_USE_3D_PHYSICS
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# if (AX_ENABLE_BULLET_INTEGRATION)
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NS_AX_BEGIN
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AX_DLL const char* physics3dVersion()
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{
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# if AX_ENABLE_BULLET_INTEGRATION
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return "bullet2.82";
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# endif
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}
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NS_AX_END
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ax::Vec3 convertbtVector3ToVec3(const btVector3& btVec3)
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{
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return ax::Vec3(btVec3.x(), btVec3.y(), btVec3.z());
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}
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btVector3 convertVec3TobtVector3(const ax::Vec3& vec3)
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{
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return btVector3(vec3.x, vec3.y, vec3.z);
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}
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ax::Mat4 convertbtTransformToMat4(const btTransform& btTrans)
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{
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ax::Mat4 mat;
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auto rot = btTrans.getBasis();
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auto row = rot.getRow(0);
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mat.m[0] = row.getX();
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mat.m[4] = row.getY();
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mat.m[8] = row.getZ();
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row = rot.getRow(1);
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mat.m[1] = row.getX();
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mat.m[5] = row.getY();
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mat.m[9] = row.getZ();
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row = rot.getRow(2);
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mat.m[2] = row.getX();
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mat.m[6] = row.getY();
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mat.m[10] = row.getZ();
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row = btTrans.getOrigin();
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mat.m[12] = row.getX();
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mat.m[13] = row.getY();
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mat.m[14] = row.getZ();
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return mat;
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}
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btTransform convertMat4TobtTransform(const ax::Mat4& mat4)
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{
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btTransform btTrans;
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btTrans.setFromOpenGLMatrix(mat4.m);
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return btTrans;
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}
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ax::Quaternion convertbtQuatToQuat(const btQuaternion& btQuat)
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{
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return ax::Quaternion(btQuat.x(), btQuat.y(), btQuat.z(), btQuat.w());
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}
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btQuaternion convertQuatTobtQuat(const ax::Quaternion& quat)
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{
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return btQuaternion(quat.x, quat.y, quat.z, quat.w);
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}
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2022-07-16 10:43:05 +08:00
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# endif // AX_ENABLE_BULLET_INTEGRATION
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#endif // AX_USE_3D_PHYSICS
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