I am currently working on a game "engine" that needs to move values between a 3D engine, a physics engine and a scripting language. Since I need to apply vectors from the physics engine to 3D objects very often and want to be able to control both the 3D, as well as the physics objects through the scripting system, I need a mechanism to convert a vector of one type (e.g. vector3d<float>
) to a vector of the other type (e.g. btVector3
). Unfortunately I can make no assumptions on how the classes/structs are laid out, so a simple reinterpret_cast
probably won't do.
So the question is: Is there some sort of 'static'/non-member casting method to achieve basically this:
vector3d<float> operator vector3d<float>(btVector3 vector) {
// convert and return
}
btVector3 operator btVector3(vector3d<float> vector) {
// convert and return
}
Right now this won't compile since casting operators need to be member methods.
(error C2801: 'operator foo' must be a non-static member
)
I would suggest writing them as a pair of free functions (i.e. don't worry about making them 'operators'):
vector3d<float> vector3dFromBt(const btVector3& src) {
// convert and return
}
btVector3 btVectorFrom3d(const vector3d<float>& src) {
// convert and return
}
void f(void)
{
vector3d<float> one;
// ...populate...
btVector3 two(btVectorFrom3d(one));
// ...
vector3d<float> three(vector3dFromBt(two));
}
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