Beispiel #1
0
/*
============
Matrix3::ToCQuat
============
*/
CQuat Matrix3::ToCQuat( void ) const {
	idQuat q = ToQuat();
	if ( q.w < 0.0f ) {
		return CQuat( -q.x, -q.y, -q.z );
	}
	return CQuat( q.x, q.y, q.z );
}
Beispiel #2
0
PR PhysX3::GetWorldTransform(PintObjectHandle handle)
{
	PxTransform Pose;

	PxRigidActor* RigidActor = GetActorFromHandle(handle);
	if(RigidActor)
	{
		Pose = RigidActor->getGlobalPose();
	}
	else
	{
		PxShape* Shape = GetShapeFromHandle(handle);
		ASSERT(Shape);
#ifdef SUPPORT_SHARED_SHAPES
		ASSERT(Shape->getActor());
		Pose = PxShapeExt::getGlobalPose(*Shape, *Shape->getActor());
#else
		Pose = PxShapeExt::getGlobalPose(*Shape);
#endif
	}

	return PR(ToPoint(Pose.p), ToQuat(Pose.q));
}
Beispiel #3
0
/*
=============
idCQuat::ToMat4
=============
*/
idMat4 idCQuat::ToMat4() const
{
	return ToQuat().ToMat4();
}
Beispiel #4
0
/*
=============
idCQuat::ToMat3
=============
*/
idMat3 idCQuat::ToMat3() const
{
	return ToQuat().ToMat3();
}
Beispiel #5
0
/*
=============
idCQuat::ToRotation
=============
*/
idRotation idCQuat::ToRotation() const
{
	return ToQuat().ToRotation();
}
Beispiel #6
0
/*
=============
idCQuat::ToAngles
=============
*/
idAngles idCQuat::ToAngles() const
{
	return ToQuat().ToAngles();
}