/* ============ 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 ); }
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)); }
/* ============= idCQuat::ToMat4 ============= */ idMat4 idCQuat::ToMat4() const { return ToQuat().ToMat4(); }
/* ============= idCQuat::ToMat3 ============= */ idMat3 idCQuat::ToMat3() const { return ToQuat().ToMat3(); }
/* ============= idCQuat::ToRotation ============= */ idRotation idCQuat::ToRotation() const { return ToQuat().ToRotation(); }
/* ============= idCQuat::ToAngles ============= */ idAngles idCQuat::ToAngles() const { return ToQuat().ToAngles(); }