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https://github.com/TorqueGameEngines/Torque3D.git
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Removed old px3Cast
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1 changed files with 0 additions and 137 deletions
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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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
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell 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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//
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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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//
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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
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _PHYSX3_CASTS_H_
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#define _PHYSX3_CASTS_H_
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#ifndef _MPOINT3_H_
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#include "math/mPoint3.h"
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#endif
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#ifndef _MMATRIX_H_
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#include "math/mMatrix.h"
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#endif
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#ifndef _MBOX_H_
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#include "math/mBox.h"
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#endif
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#ifndef _MQUAT_H_
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#include "math/mQuat.h"
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#endif
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#ifndef _MTRANSFORM_H_
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#include "math/mTransform.h"
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#endif
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template <class T, class F> inline T px3Cast( const F &from );
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//-------------------------------------------------------------------------
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template<>
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inline Point3F px3Cast( const physx::PxVec3 &vec )
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{
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return Point3F( vec.x, vec.y, vec.z );
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}
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template<>
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inline physx::PxVec3 px3Cast( const Point3F &point )
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{
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return physx::PxVec3( point.x, point.y, point.z );
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}
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//-------------------------------------------------------------------------
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template<>
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inline QuatF px3Cast( const physx::PxQuat &quat )
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{
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/// The Torque quat has the opposite winding order.
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return QuatF( -quat.x, -quat.y, -quat.z, quat.w );
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}
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template<>
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inline physx::PxQuat px3Cast( const QuatF &quat )
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{
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/// The Torque quat has the opposite winding order.
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physx::PxQuat result( -quat.x, -quat.y, -quat.z, quat.w );
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return result;
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}
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//-------------------------------------------------------------------------
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template<>
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inline physx::PxExtendedVec3 px3Cast( const Point3F &point )
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{
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return physx::PxExtendedVec3( point.x, point.y, point.z );
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}
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template<>
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inline Point3F px3Cast( const physx::PxExtendedVec3 &xvec )
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{
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return Point3F( xvec.x, xvec.y, xvec.z );
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}
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//-------------------------------------------------------------------------
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template<>
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inline physx::PxBounds3 px3Cast( const Box3F &box )
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{
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physx::PxBounds3 bounds(px3Cast<physx::PxVec3>(box.minExtents),
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px3Cast<physx::PxVec3>(box.maxExtents));
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return bounds;
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}
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template<>
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inline Box3F px3Cast( const physx::PxBounds3 &bounds )
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{
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return Box3F( bounds.minimum.x,
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bounds.minimum.y,
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bounds.minimum.z,
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bounds.maximum.x,
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bounds.maximum.y,
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bounds.maximum.z );
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}
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//-------------------------------------------------------------------------
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template<>
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inline physx::PxTransform px3Cast( const MatrixF &xfm )
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{
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physx::PxTransform out;
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QuatF q;
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q.set(xfm);
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out.q = px3Cast<physx::PxQuat>(q);
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out.p = px3Cast<physx::PxVec3>(xfm.getPosition());
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return out;
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}
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template<>
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inline TransformF px3Cast(const physx::PxTransform &xfm)
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{
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TransformF out(px3Cast<Point3F>(xfm.p),AngAxisF(px3Cast<QuatF>(xfm.q)));
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return out;
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}
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template<>
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inline MatrixF px3Cast( const physx::PxTransform &xfm )
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{
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MatrixF out;
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TransformF t = px3Cast<TransformF>(xfm);
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out = t.getMatrix();
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return out;
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}
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#endif
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