//! ---|> NormalAttributeAccessor
 void setNormal(uint32_t index, const Geometry::Vec3 & n) override {
     assertRange(index);
     int8_t * v = _ptr<int8_t>(index);
     v[0] = Geometry::Convert::toSigned<int8_t>(n.x());
     v[1] = Geometry::Convert::toSigned<int8_t>(n.y());
     v[2] = Geometry::Convert::toSigned<int8_t>(n.z());
 }
 //! ---|> NormalAttributeAccessor
 void setNormal(uint32_t index, const Geometry::Vec3 & n) override {
     assertRange(index);
     float * v = _ptr<float>(index);
     v[0] = n.x() , v[1] = n.y() , v[2] = n.z();
 }
Beispiel #3
0
btVector3 toBtVector3(const Geometry::Vec3& v){
    return btVector3(v.x(),v.y(),v.z());
}