This is a bullet wrapper that allows Godot to use Bullet physics and benefit about all features. Also it support all specific Godot physics functionality like multi shape body, areas, RayShape, etc.. It improve the Joints, Trimesh shape, and add support to soft body even if Godot is not yet ready to it.
94 lines
3.9 KiB
C++
94 lines
3.9 KiB
C++
/*************************************************************************/
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/* bullet_types_converter.cpp */
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/* Author: AndreaCatania */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2017 Godot Engine contributors (cf. AUTHORS.md) */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#pragma once
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#include "bullet_types_converter.h"
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// ++ BULLET to GODOT ++++++++++
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void B_TO_G(btVector3 const &inVal, Vector3 &outVal) {
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outVal[0] = inVal[0];
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outVal[1] = inVal[1];
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outVal[2] = inVal[2];
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}
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void INVERT_B_TO_G(btVector3 const &inVal, Vector3 &outVal) {
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outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.;
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outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.;
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outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.;
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}
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void B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) {
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B_TO_G(inVal[0], outVal[0]);
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B_TO_G(inVal[1], outVal[1]);
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B_TO_G(inVal[2], outVal[2]);
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}
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void INVERT_B_TO_G(btMatrix3x3 const &inVal, Basis &outVal) {
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INVERT_B_TO_G(inVal[0], outVal[0]);
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INVERT_B_TO_G(inVal[1], outVal[1]);
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INVERT_B_TO_G(inVal[2], outVal[2]);
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}
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void B_TO_G(btTransform const &inVal, Transform &outVal) {
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B_TO_G(inVal.getBasis(), outVal.basis);
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B_TO_G(inVal.getOrigin(), outVal.origin);
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}
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// ++ GODOT to BULLET ++++++++++
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void G_TO_B(Vector3 const &inVal, btVector3 &outVal) {
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outVal[0] = inVal[0];
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outVal[1] = inVal[1];
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outVal[2] = inVal[2];
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}
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void INVERT_G_TO_B(Vector3 const &inVal, btVector3 &outVal) {
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outVal[0] = inVal[0] != 0. ? 1. / inVal[0] : 0.;
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outVal[1] = inVal[1] != 0. ? 1. / inVal[1] : 0.;
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outVal[2] = inVal[2] != 0. ? 1. / inVal[2] : 0.;
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}
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void G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) {
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G_TO_B(inVal[0], outVal[0]);
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G_TO_B(inVal[1], outVal[1]);
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G_TO_B(inVal[2], outVal[2]);
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}
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void INVERT_G_TO_B(Basis const &inVal, btMatrix3x3 &outVal) {
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INVERT_G_TO_B(inVal[0], outVal[0]);
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INVERT_G_TO_B(inVal[1], outVal[1]);
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INVERT_G_TO_B(inVal[2], outVal[2]);
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}
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void G_TO_B(Transform const &inVal, btTransform &outVal) {
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G_TO_B(inVal.basis, outVal.getBasis());
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G_TO_B(inVal.origin, outVal.getOrigin());
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}
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