24 lines
No EOL
665 B
C++
24 lines
No EOL
665 B
C++
#pragma once
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#include <glm/ext/vector_float3.hpp>
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#include <reactphysics3d/mathematics/Quaternion.h>
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#include <reactphysics3d/mathematics/Vector3.h>
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#include <reactphysics3d/mathematics/mathematics.h>
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#include <glm/ext.hpp>
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namespace rp = reactphysics3d;
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inline rp::Vector3 glmToRp(glm::vec3 vec) {
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return rp::Vector3(vec.x, vec.y, vec.z);
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}
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inline rp::Quaternion glmToRp(glm::quat quat) {
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return rp::Quaternion(quat.w, rp::Vector3(quat.x, quat.y, quat.z));
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}
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inline glm::vec3 rpToGlm(rp::Vector3 vec) {
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return glm::vec3(vec.x, vec.y, vec.z);
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}
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inline glm::quat rpToGlm(rp::Quaternion quat) {
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return glm::quat(quat.w, quat.x, quat.y, quat.z);
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} |