/*************************************************************************/ /* bullet_types_converter.cpp */ /*************************************************************************/ /* This file is part of: */ /* GODOT ENGINE */ /* https://godotengine.org */ /*************************************************************************/ /* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */ /* Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md). */ /* */ /* Permission is hereby granted, free of charge, to any person obtaining */ /* a copy of this software and associated documentation files (the */ /* "Software"), to deal in the Software without restriction, including */ /* without limitation the rights to use, copy, modify, merge, publish, */ /* distribute, sublicense, and/or sell copies of the Software, and to */ /* permit persons to whom the Software is furnished to do so, subject to */ /* the following conditions: */ /* */ /* The above copyright notice and this permission notice shall be */ /* included in all copies or substantial portions of the Software. */ /* */ /* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */ /* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */ /* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/ /* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */ /* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */ /* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */ /* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */ /*************************************************************************/ #include "bullet_types_converter.h" /** @author AndreaCatania */ // ++ BULLET to GODOT ++++++++++ void B_TO_G(btVector3 const &inVal, Vector3 &outVal) { outVal[0] = inVal[0]; outVal[1] = inVal[1]; outVal[2] = inVal[2]; } void INVERT_B_TO_G(btVector3 const &inVal, Vector3 &outVal) { outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.; outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.; outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.; } void B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) { B_TO_G(inVal[0], outVal[0]); B_TO_G(inVal[1], outVal[1]); B_TO_G(inVal[2], outVal[2]); } void INVERT_B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) { INVERT_B_TO_G(inVal[0], outVal[0]); INVERT_B_TO_G(inVal[1], outVal[1]); INVERT_B_TO_G(inVal[2], outVal[2]); } void B_TO_G(btTransform const &inVal, Transform &outVal) { B_TO_G(inVal.getBasis(), outVal.basis); B_TO_G(inVal.getOrigin(), outVal.origin); } // ++ GODOT to BULLET ++++++++++ void G_TO_B(Vector3 const &inVal, btVector3 &outVal) { outVal[0] = inVal[0]; outVal[1] = inVal[1]; outVal[2] = inVal[2]; } void INVERT_G_TO_B(Vector3 const &inVal, btVector3 &outVal) { outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.; outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.; outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.; } void G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) { G_TO_B(inVal[0], outVal[0]); G_TO_B(inVal[1], outVal[1]); G_TO_B(inVal[2], outVal[2]); } void INVERT_G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) { INVERT_G_TO_B(inVal[0], outVal[0]); INVERT_G_TO_B(inVal[1], outVal[1]); INVERT_G_TO_B(inVal[2], outVal[2]); } void G_TO_B(Transform const &inVal, btTransform &outVal) { G_TO_B(inVal.basis, outVal.getBasis()); G_TO_B(inVal.origin, outVal.getOrigin()); } void UNSCALE_BT_BASIS(btTransform &scaledBasis) { btMatrix3x3 &basis(scaledBasis.getBasis()); btVector3 column0 = basis.getColumn(0); btVector3 column1 = basis.getColumn(1); btVector3 column2 = basis.getColumn(2); // Check for zero scaling. if (column0.fuzzyZero()) { if (column1.fuzzyZero()) { if (column2.fuzzyZero()) { // All dimensions are fuzzy zero. Create a default basis. column0 = btVector3(1, 0, 0); column1 = btVector3(0, 1, 0); column2 = btVector3(0, 0, 1); } else { // Column 2 scale not fuzzy zero. // Create two vectors orthogonal to row 2. // Ensure that a default basis is created if row 2 = <0, 0, 1> column1 = btVector3(0, column2[2], -column2[1]); column0 = column1.cross(column2); } } else { // Column 1 scale not fuzzy zero. if (column2.fuzzyZero()) { // Create two vectors orthogonal to column 1. // Ensure that a default basis is created if column 1 = <0, 1, 0> column0 = btVector3(column1[1], -column1[0], 0); column2 = column0.cross(column1); } else { // Column 1 and column 2 scales not fuzzy zero. // Create column 0 orthogonal to column 1 and column 2. column0 = column1.cross(column2); } } } else { // Column 0 scale not fuzzy zero. if (column1.fuzzyZero()) { if (column2.fuzzyZero()) { // Create two vectors orthogonal to column 0. // Ensure that a default basis is created if column 0 = <1, 0, 0> column2 = btVector3(-column0[2], 0, column0[0]); column1 = column2.cross(column0); } else { // Column 0 and column 2 scales not fuzzy zero. // Create column 1 orthogonal to column 0 and column 2. column1 = column2.cross(column0); } } else { // Column 0 and column 1 scales not fuzzy zero. if (column2.fuzzyZero()) { // Create column 2 orthogonal to column 0 and column 1. column2 = column0.cross(column1); } } } // Normalize column0.normalize(); column1.normalize(); column2.normalize(); basis.setValue(column0[0], column1[0], column2[0], column0[1], column1[1], column2[1], column0[2], column1[2], column2[2]); }