/******************************************************************************** * ReactPhysics3D physics library, http://www.reactphysics3d.com * * Copyright (c) 2010-2020 Daniel Chappuis * ********************************************************************************* * * * This software is provided 'as-is', without any express or implied warranty. * * In no event will the authors be held liable for any damages arising from the * * use of this software. * * * * Permission is granted to anyone to use this software for any purpose, * * including commercial applications, and to alter it and redistribute it * * freely, subject to the following restrictions: * * * * 1. The origin of this software must not be misrepresented; you must not claim * * that you wrote the original software. If you use this software in a * * product, an acknowledgment in the product documentation would be * * appreciated but is not required. * * * * 2. Altered source versions must be plainly marked as such, and must not be * * misrepresented as being the original software. * * * * 3. This notice may not be removed or altered from any source distribution. * * * ********************************************************************************/ // Libraries #include #include // Namespaces using namespace reactphysics3d; // Set the transform from an OpenGL transform matrix void Transform::setFromOpenGL(decimal* openglMatrix) { Matrix3x3 matrix(openglMatrix[0], openglMatrix[4], openglMatrix[8], openglMatrix[1], openglMatrix[5], openglMatrix[9], openglMatrix[2], openglMatrix[6], openglMatrix[10]); mOrientation = Quaternion(matrix); mPosition.setAllValues(openglMatrix[12], openglMatrix[13], openglMatrix[14]); } // Get the OpenGL matrix of the transform void Transform::getOpenGLMatrix(decimal* openglMatrix) const { const Matrix3x3& matrix = mOrientation.getMatrix(); openglMatrix[0] = matrix[0][0]; openglMatrix[1] = matrix[1][0]; openglMatrix[2] = matrix[2][0]; openglMatrix[3] = 0.0; openglMatrix[4] = matrix[0][1]; openglMatrix[5] = matrix[1][1]; openglMatrix[6] = matrix[2][1]; openglMatrix[7] = 0.0; openglMatrix[8] = matrix[0][2]; openglMatrix[9] = matrix[1][2]; openglMatrix[10] = matrix[2][2]; openglMatrix[11] = 0.0; openglMatrix[12] = mPosition.x; openglMatrix[13] = mPosition.y; openglMatrix[14] = mPosition.z; openglMatrix[15] = 1.0; }