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using System;
using System.Runtime.InteropServices;
using UnityEngine;
public static class QExtensions
{
public static TStruct[] ToStructArray<TStruct>(this IntPtr ptr, int count)
{
if (ptr == IntPtr.Zero)
return null;
TStruct[] result = new TStruct[count];
int size = Marshal.SizeOf<TStruct>();
IntPtr current = ptr;
for (int i = 0; i < count; ++i)
{
result[i] = Marshal.PtrToStructure<TStruct>(current);
current = IntPtr.Add(current, size);
}
return result;
}
public static int[] ToIntArray(this IntPtr ptr, int count)
{
if (ptr == IntPtr.Zero)
return null;
int[] result = new int[count];
Marshal.Copy(ptr, result, 0, count);
return result;
}
public static Vector2 ToVector2(this QVec2 vec)
{
return new Vector2(vec.x, vec.y);
}
public static Vector3 ToVector3(this QVec3 vec)
{
return new Vector3(vec.x, vec.y, vec.z);
}
public static Vector3 ToVector3(this QTriVertex triVertex)
{
byte[] v = triVertex.v;
return new Vector3(v[0], v[1], v[2]);
}
public static Vector3 ToUnity(this Vector3 vec)
{
return new Vector3(vec.x, vec.z, vec.y);
}
public static Vector3 ToUnityPosition(this QVec3 origin)
{
return new Vector3(origin.x, origin.z, origin.y);
}
public static Quaternion ToUnityRotation(this QVec3 angles)
{
return Quaternion.Euler(angles.x, -angles.y, -angles.z);
}
}