Vulkan Schnee
0.0.1
High-performance rendering engine
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Converter.cpp
Go to the documentation of this file.
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#include "
Engine/Math/Converter.h
"
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#include <stdexcept>
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namespace
EngineCore
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{
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class
Texture
;
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}
// namespace EngineCore
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namespace
bt
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{
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btVector3
getVec3
( glm::vec3 v )
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{
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return
btVector3( v.x, v.y, v.z );
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}
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btQuaternion
getQuat
( glm::quat quaternion )
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{
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return
btQuaternion( quaternion.x, quaternion.y, quaternion.z, quaternion.w );
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}
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}
// namespace bt
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namespace
glm
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{
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vec3
getVec3
( btVector3 v )
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{
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return
vec3( v.getX(), v.getY(), v.getZ() );
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}
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quat
getQuat
( btQuaternion q )
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{
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return
quat(q.getW(), q.getX(), q.getY(), q.getZ());
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}
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}
// namespace glm
Converter.h
EngineCore::Texture
Definition
Texture.h:21
EngineCore
Log category system implementation.
Definition
CameraComponent.cpp:8
bt
Converter functions from other vector or number storage systems into the bullet 3 standard.
Definition
Converter.cpp:11
bt::getQuat
btQuaternion getQuat(glm::quat quaternion)
Definition
Converter.cpp:17
bt::getVec3
btVector3 getVec3(glm::vec3 v)
Definition
Converter.cpp:12
glm
Converters from other number / vector systems into glm.
Definition
Converter.cpp:24
glm::getVec3
vec3 getVec3(btVector3 v)
Definition
Converter.cpp:25
glm::getQuat
quat getQuat(btQuaternion q)
Definition
Converter.cpp:30
Engine
src
Engine
Math
Converter.cpp
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