//// QVariantGLM.cpp// libraries/shared/src//// Created by Seth Alves on 3/9/15.// Copyright 2013 High Fidelity, Inc.//// Distributed under the Apache License, Version 2.0.// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html// #include "QVariantGLM.h"#include "OctalCode.h" QVariantList glmToQList(const glm::vec3& g) { return QVariantList() << g[0] << g[1] << g[2];} QVariantList glmToQList(const glm::quat& g) { return QVariantList() << g.x << g.y << g.z << g.w;} QVariantList rgbColorToQList(const rgbColor& v) { return QVariantList() << (int)(v[0]) << (int)(v[1]) << (int)(v[2]);} QVariantMap glmToQMap(const glm::vec3& glmVector) { QVariantMap vectorAsVariantMap; vectorAsVariantMap["x"] = glmVector.x; vectorAsVariantMap["y"] = glmVector.y; vectorAsVariantMap["z"] = glmVector.z; return vectorAsVariantMap;} QVariantMap glmToQMap(const glm::quat& glmQuat) { QVariantMap quatAsVariantMap; quatAsVariantMap["x"] = glmQuat.x; quatAsVariantMap["y"] = glmQuat.y; quatAsVariantMap["z"] = glmQuat.z; quatAsVariantMap["w"] = glmQuat.w; return quatAsVariantMap;} glm::vec3 qListToGlmVec3(const QVariant& q) { QVariantList qList = q.toList(); return glm::vec3(qList[RED_INDEX].toFloat(), qList[GREEN_INDEX].toFloat(), qList[BLUE_INDEX].toFloat());} glm::quat qListToGlmQuat(const QVariant& q) { QVariantList qList = q.toList(); float x = qList[0].toFloat(); float y = qList[1].toFloat(); float z = qList[2].toFloat(); float w = qList[3].toFloat(); return glm::quat(w, x, y, z);} void qListtoRgbColor(const QVariant& q, rgbColor& returnValue) { QVariantList qList = q.toList(); returnValue[RED_INDEX] = qList[RED_INDEX].toInt(); returnValue[GREEN_INDEX] = qList[GREEN_INDEX].toInt(); returnValue[BLUE_INDEX] = qList[BLUE_INDEX].toInt();}
//
// QVariantGLM.cpp
// libraries/shared/src
//
// Created by Seth Alves on 3/9/15.
// Copyright 2013 High Fidelity, Inc.
//
// Distributed under the Apache License, Version 2.0.
// See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html
//
#include "QVariantGLM.h"
#include "OctalCode.h"
QVariantList glmToQList(const glm::vec3& g) {
return QVariantList() << g[0] << g[1] << g[2];
}
QVariantList glmToQList(const glm::quat& g) {
return QVariantList() << g.x << g.y << g.z << g.w;
}
QVariantList rgbColorToQList(const rgbColor& v) {
return QVariantList() << (int)(v[0]) << (int)(v[1]) << (int)(v[2]);
}
QVariantMap glmToQMap(const glm::vec3& glmVector) {
QVariantMap vectorAsVariantMap;
vectorAsVariantMap["x"] = glmVector.x;
vectorAsVariantMap["y"] = glmVector.y;
vectorAsVariantMap["z"] = glmVector.z;
return vectorAsVariantMap;
}
QVariantMap glmToQMap(const glm::quat& glmQuat) {
QVariantMap quatAsVariantMap;
quatAsVariantMap["x"] = glmQuat.x;
quatAsVariantMap["y"] = glmQuat.y;
quatAsVariantMap["z"] = glmQuat.z;
quatAsVariantMap["w"] = glmQuat.w;
return quatAsVariantMap;
}
glm::vec3 qListToGlmVec3(const QVariant& q) {
QVariantList qList = q.toList();
return glm::vec3(qList[RED_INDEX].toFloat(), qList[GREEN_INDEX].toFloat(), qList[BLUE_INDEX].toFloat());
}
glm::quat qListToGlmQuat(const QVariant& q) {
QVariantList qList = q.toList();
float x = qList[0].toFloat();
float y = qList[1].toFloat();
float z = qList[2].toFloat();
float w = qList[3].toFloat();
return glm::quat(w, x, y, z);
}
void qListtoRgbColor(const QVariant& q, rgbColor& returnValue) {
QVariantList qList = q.toList();
returnValue[RED_INDEX] = qList[RED_INDEX].toInt();
returnValue[GREEN_INDEX] = qList[GREEN_INDEX].toInt();
returnValue[BLUE_INDEX] = qList[BLUE_INDEX].toInt();
}