Files
FlaxEngine/Source/Engine/Physics/Utilities.h
2021-01-02 14:28:49 +01:00

108 lines
2.2 KiB
C

// Copyright (c) 2012-2021 Wojciech Figat. All rights reserved.
#pragma once
#include "Engine/Core/Math/Vector2.h"
#include "Engine/Core/Math/Vector3.h"
#include "Engine/Core/Math/Vector4.h"
#include "Engine/Core/Math/Quaternion.h"
#include "Engine/Core/Math/BoundingBox.h"
#include <ThirdParty/PhysX/foundation/PxVec2.h>
#include <ThirdParty/PhysX/foundation/PxVec3.h>
#include <ThirdParty/PhysX/foundation/PxVec4.h>
#include <ThirdParty/PhysX/foundation/PxQuat.h>
#include <ThirdParty/PhysX/foundation/PxBounds3.h>
#include <ThirdParty/PhysX/characterkinematic/PxExtended.h>
#include <ThirdParty/PhysX/PxShape.h>
#include "PhysicsSettings.h"
//////////////////////////// Conversion between PhysX and Flax types
inline PxVec2& C2P(const Vector2& v)
{
return *(PxVec2*)&v;
}
inline PxVec3& C2P(const Vector3& v)
{
return *(PxVec3*)&v;
}
inline PxVec4& C2P(const Vector4& v)
{
return *(PxVec4*)&v;
}
inline PxQuat& C2P(const Quaternion& v)
{
return *(PxQuat*)&v;
}
inline PxBounds3& C2P(const BoundingBox& v)
{
return *(PxBounds3*)&v;
}
////////////////////////////
inline Vector2& P2C(const PxVec2& v)
{
return *(Vector2*)&v;
}
inline Vector3& P2C(const PxVec3& v)
{
return *(Vector3*)&v;
}
inline Vector4& P2C(const PxVec4& v)
{
return *(Vector4*)&v;
}
inline Quaternion& P2C(const PxQuat& v)
{
return *(Quaternion*)&v;
}
inline BoundingBox& P2C(const PxBounds3& v)
{
return *(BoundingBox*)&v;
}
inline Vector3 P2C(const PxExtendedVec3& v)
{
#ifdef PX_BIG_WORLDS
return Vector3((float)v.x, (float)v.y, (float)v.z);
#else
return *(Vector3*)&v;
#endif
}
////////////////////////////
inline PxShapeFlags GetShapeFlags(bool isTrigger, bool isEnabled)
{
#if WITH_PVD
PxShapeFlags flags = PxShapeFlag::eVISUALIZATION;
#else
PxShapeFlags flags = static_cast<PxShapeFlags>(0);
#endif
if (isEnabled)
{
if (isTrigger)
{
flags |= PxShapeFlag::eTRIGGER_SHAPE;
if (PhysicsSettings::Instance()->QueriesHitTriggers)
flags |= PxShapeFlag::eSCENE_QUERY_SHAPE;
}
else
{
flags = PxShapeFlag::eSIMULATION_SHAPE | PxShapeFlag::eSCENE_QUERY_SHAPE;
}
}
return flags;
}