/* * All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or * its licensors. * * For complete copyright and license terms please see the LICENSE at the root of this * distribution (the "License"). All use of this software is governed by the License, * or, if provided, by the license below or the license accompanying this file. Do not * remove or modify any license notices. This file is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * */ #include #include namespace AZ { namespace RC { Matrix34 AssetExportUtilities::ConvertToCryMatrix34(const AZ::Transform& transform) { Matrix34 matrix; matrix.m00 = transform.GetColumn(0).GetX(); matrix.m10 = transform.GetColumn(0).GetY(); matrix.m20 = transform.GetColumn(0).GetZ(); matrix.m01 = transform.GetColumn(1).GetX(); matrix.m11 = transform.GetColumn(1).GetY(); matrix.m21 = transform.GetColumn(1).GetZ(); matrix.m02 = transform.GetColumn(2).GetX(); matrix.m12 = transform.GetColumn(2).GetY(); matrix.m22 = transform.GetColumn(2).GetZ(); matrix.m03 = transform.GetColumn(3).GetX(); matrix.m13 = transform.GetColumn(3).GetY(); matrix.m23 = transform.GetColumn(3).GetZ(); return matrix; } float AssetExportUtilities::CryQuatDotProd(const CryQuat& q, const CryQuat& p) { return q.w*p.w + q.v*p.v; } } }