// // Lol Engine // // Copyright: (c) 2010-2013 Sam Hocevar // (c) 2009-2013 Benjamin "Touky" Huet // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://www.wtfpl.net/ for more details. // #pragma once // // Bullet Physics integration in Lol // ------------------ // namespace lol { //Override Gamegroups names for Physic-usage //"_ENT_" means that this is a group for Entities that use EasyPhysic primitives. //"_EZP_" means that this is a group for EasyPhysic primitives. #define GAMEGROUP_ENT_INPUT GAMEGROUP_INPUT #define GAMEGROUP_ENT_PLATFORM GAMEGROUP_ENTITY #define GAMEGROUP_ENT_MAIN GAMEGROUP_OTHER_1 #define GAMEGROUP_EZP_CHAR_CTRLR GAMEGROUP_OTHER_2 #define GAMEGROUP_SIMULATION GAMEGROUP_OTHER_3 #define LOL2BT_UNIT 1.0f #define BT2LOL_UNIT 1.0f #define LOL2BT_SIZE 0.5f #define BT2LOL_SIZE 2.0f #define LOL2BT_VEC3(ELEMENT) btVector3((ELEMENT).x, (ELEMENT).y, (ELEMENT).z) #define BT2LOL_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) //Same as above with Unit taken into account #define LOL2BTU_VEC3(ELEMENT) btVector3((ELEMENT).x * LOL2BT_UNIT, (ELEMENT).y * LOL2BT_UNIT, (ELEMENT).z * LOL2BT_UNIT) #define BT2LOLU_VEC3(ELEMENT) (*(lol::vec3*)(&(ELEMENT))) * BT2LOL_UNIT #define LOL2BT_QUAT(ELEMENT) btQuaternion((ELEMENT).x, (ELEMENT).y, (ELEMENT).z, (ELEMENT).w) #define BT2LOL_QUAT(ELEMENT) lol::quat((ELEMENT).getW(), BT2LOL_VEC3((ELEMENT).getAxis()) } /* namespace lol */