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Isgl3dMotionState.mm
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/*
* iSGL3D: http://isgl3d.com
*
* Copyright (c) 2010-2012 Stuart Caunt
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*
*/
#import "Isgl3dMotionState.h"
#import "Isgl3dNode.h"
Isgl3dMotionState::Isgl3dMotionState(Isgl3dNode * node) :
_node(node) {
}
Isgl3dMotionState::~Isgl3dMotionState() {
}
void Isgl3dMotionState::getWorldTransform(btTransform& centerOfMassWorldTrans) const {
float transformation[16];
[_node getTransformationAsOpenGLMatrix:transformation];
centerOfMassWorldTrans.setFromOpenGLMatrix(transformation);
}
void Isgl3dMotionState::setWorldTransform(const btTransform& centerOfMassWorldTrans) {
float transformation[16];
centerOfMassWorldTrans.getOpenGLMatrix(transformation);
[_node setTransformationFromOpenGLMatrix:transformation];
}