bulldog_physics 0.1.0
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- data/.document +5 -0
- data/Gemfile +13 -0
- data/Gemfile.lock +22 -0
- data/LICENSE.txt +20 -0
- data/README.rdoc +25 -0
- data/Rakefile +55 -0
- data/VERSION +1 -0
- data/bulldog_physics.gemspec +92 -0
- data/lib/Particles/particle.rb +75 -0
- data/lib/Particles/particle_anchored_spring.rb +42 -0
- data/lib/Particles/particle_cable.rb +52 -0
- data/lib/Particles/particle_contact.rb +121 -0
- data/lib/Particles/particle_contact_generator.rb +28 -0
- data/lib/Particles/particle_contact_resolver.rb +49 -0
- data/lib/Particles/particle_drag.rb +30 -0
- data/lib/Particles/particle_force_generator.rb +23 -0
- data/lib/Particles/particle_force_registration.rb +15 -0
- data/lib/Particles/particle_force_registry.rb +50 -0
- data/lib/Particles/particle_gravity.rb +31 -0
- data/lib/Particles/particle_ground_contacts.rb +43 -0
- data/lib/Particles/particle_link.rb +41 -0
- data/lib/Particles/particle_particle_contacts.rb +48 -0
- data/lib/Particles/particle_rod.rb +58 -0
- data/lib/Particles/particle_spring.rb +44 -0
- data/lib/Particles/particle_world.rb +116 -0
- data/lib/Particles/projectile.rb +15 -0
- data/lib/bulldog_physics.rb +43 -0
- data/lib/examples/GlStuff/gl_utility.rb +21 -0
- data/lib/examples/GlStuff/lighting.rb +35 -0
- data/lib/examples/GlStuff/material.rb +24 -0
- data/lib/examples/GlStuff/terrain.rb +216 -0
- data/lib/examples/simple_game.rb +289 -0
- data/lib/matrix3.rb +242 -0
- data/lib/matrix4.rb +230 -0
- data/lib/quaternion.rb +86 -0
- data/lib/vector3.rb +155 -0
- data/test/helper.rb +18 -0
- data/test/test_bulldog_physics.rb +7 -0
- metadata +190 -0
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require 'rubygems'
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require 'rubygame'
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begin
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require 'opengl'
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include Gl,Glu,Glut
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rescue LoadError
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puts "ATTENTION: This demo requires the opengl extension for ruby."
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raise
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end
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require 'bulldog_physics'
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require_all 'GlStuff'
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include BulldogPhysics
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include BulldogPhysics::Particles
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include BulldogPhysics::Particles::Generators
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include BulldogPhysics::Particles::Collisions
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include Rubygame
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include GlStuff
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ROD_SPECULAR = [1.0, 0.0, 0.0, 0.5]
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BALL_SPECULAR = [1.0, 0.0, 1.0, 0.5]
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SPRING_SPECULAR = [0.0, 1.0, 0.0, 0.5]
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ANCHORED_SPECULAR = [0.0, 0.0, 1.0, 0.5]
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ANCHOR_SPECULAR = [ 0.0, 0.5, 1.0, 0.5]
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PARTICLE_DIFFUSE = [1.0, 0.0, 0.0, 0.5]
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SCALE = 500.0
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BULLET_LIFE = 20000.0
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class Game
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GRAVITATIONAL_CONST = 6.673 * (10 ** -4)
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START_POSITION = Vector3.new(0.75,15,0)
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SMOOTH = true
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def initialize(width,height)
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@width = width
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@height = height
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@queue = EventQueue.new
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@queue.enable_new_style_events
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@clock = Clock.new
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@lighting = Lighting.new
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@x_trans = 0; @y_trans = -5; @z_trans = -25
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@font = TTF.new "/Library/Fonts/Times New Roman.ttf",point_size
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@world = ParticleWorld.new(20, 1)
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@anchor = Particle.new
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@anchor.mass = 1
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@anchor.position = Vector3.new(-5,0,0)
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@anchor.damping = 1
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@anchor.velocity = Vector3.new(0,0.0,0)
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@anchor.material.specular = ANCHOR_SPECULAR
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@anchor.material.diffuse = PARTICLE_DIFFUSE
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#@world.add_gravity()
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@ball = Particle.new
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@ball.mass = 1
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@ball.position = START_POSITION.dup
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@ball.damping = 1
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@ball.material.specular = BALL_SPECULAR
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@ball.material.diffuse = PARTICLE_DIFFUSE
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@ball.frozen = true
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@current_ball = Particle.new
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@current_ball.position = @ball.position
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@current_ball.velocity = @ball.velocity
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@current_ball.mass = @ball.mass
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@current_ball.damping = @ball.damping
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@current_ball.frozen = true
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@world.registry.add( @current_ball, ParticleGravity.new())
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@world.particles << @current_ball
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particle1 = Particle.new
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particle1.mass = 1
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particle1.position = Vector3.new(5,2,0)
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particle1.damping = 1
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particle1.velocity = Vector3.new(0,2.0,0)
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particle1.material.specular = ANCHOR_SPECULAR
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particle1.material.diffuse = PARTICLE_DIFFUSE
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particle2 = Particle.new
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particle2.mass = 1
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particle2.position = Vector3.new(0,2,0)
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particle2.damping = 1
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particle2.velocity = Vector3.new(0,0.0,0)
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particle2.material.specular = ANCHOR_SPECULAR
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particle2.material.diffuse = PARTICLE_DIFFUSE
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prod = ParticleRod.new(particle1, particle2, 2.0)
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#@world.particles << particle1
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#@world.particles << particle2
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#@world.contact_generators << prod
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@world.contact_generators << ParticleGroundContacts.new(@world.particles)
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@world.contact_generators << ParticleParticleContacts.new(@world.particles)
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for i in 1..5
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for j in 1..5
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part = Particle.new
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part.mass = 0
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offset = j % 2 == 0 ? 1 : 0
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part.position = Vector3.new( -5 + i * 2 + offset, j * 2, 0)
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part.material.specular = SPRING_SPECULAR
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part.material.diffuse = PARTICLE_DIFFUSE
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@world.particles << part
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end
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end
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puts "PARTICLE COUNT [ #{@world.particles.size} ] "
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puts "Contact Generators count: #{@world.contact_generators.size}"
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@w_down, @a_down, @s_down, @d_down = false, false, false, false
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end
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def init_game()
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Rubygame.init
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Rubygame::GL.set_attrib(Rubygame::GL::RED_SIZE, 5)
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Rubygame::GL.set_attrib(Rubygame::GL::GREEN_SIZE, 5)
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Rubygame::GL.set_attrib(Rubygame::GL::BLUE_SIZE, 5)
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Rubygame::GL.set_attrib(Rubygame::GL::DEPTH_SIZE, 16)
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Rubygame::GL.set_attrib(Rubygame::GL::DOUBLEBUFFER, 1)
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@maximum_resolution = Screen.get_resolution
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@screen = Screen.new([@width,@height], 16, [OPENGL])
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@clock.target_framerate = 30
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@clock.calibrate
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@clock.enable_tick_events
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ObjectSpace.garbage_collect
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glViewport( 0, 0, WIDE, HIGH )
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glMatrixMode( GL::PROJECTION )
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glLoadIdentity( )
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#GLU::Perspective( -35, WIDE/(HIGH.to_f), 0.5, 30.0)
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GLU::Perspective( 45, WIDE/(HIGH.to_f), 0.5, 100.0)
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glMatrixMode( GL::MODELVIEW )
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glLoadIdentity( )
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@lighting.setup
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glShadeModel (GL_SMOOTH);
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glEnable(GL::DEPTH_TEST)
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glEnable(GL_LIGHTING)
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glEnable(GL_LIGHT0)
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glDepthFunc(GL::LESS)
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end
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def run()
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catch(:rubygame_quit) do
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loop do
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@queue.each do |event|
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case event
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when Rubygame::Events::KeyPressed
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# puts event.key
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case event.key
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when :escape
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throw :rubygame_quit
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when :q
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throw :rubygame_quit
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when :w
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@w_down = true
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when :s
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@s_down = true
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when :a
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@a_down = true
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when :d
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@d_down = true
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when :l
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@world.particles.each do |part|
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puts part.position
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puts "NUM CONTACTS: #{@world.contacts.size}"
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end
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when :space
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@current_ball.frozen = !@current_ball.frozen
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when :r
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puts "RESET"
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@current_ball = Particle.new
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@current_ball.position = START_POSITION.dup
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@current_ball.velocity = @ball.velocity.dup
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@current_ball.mass = @ball.mass
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@current_ball.damping = @ball.damping
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@current_ball.frozen = true
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@world.registry.add( @current_ball, ParticleGravity.new())
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@world.particles << @current_ball
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end
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when Rubygame::Events::KeyReleased
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case event.key
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when :w
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@w_down = false
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when :a
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@a_down = false
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when :d
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@d_down = false
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when :s
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@s_down = false
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end
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when Rubygame::Events::MouseMoved
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puts "Mouse moved to #{event.rel.inspect} with #{event.buttons.inspect} pressed"
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if( event.buttons.include? :mouse_right )
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puts "mouse_right"
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@current_ball.position.x += event.rel[0] / 100.0
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@current_ball.position.y -= event.rel[1] / 100.0
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end
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when Rubygame::Events::QuitRequested
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throw :rubygame_quit
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end
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end
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if @w_down;@current_ball.position.y += 0.01; end;
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if @s_down;@current_ball.position.y -= 0.01; end;
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if @a_down;@current_ball.position.x -= 0.01; end;
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if @d_down;@current_ball.position.x += 0.01; end;
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@time_elapsed = @clock.tick()
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@time_alive = @clock.lifetime
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seconds_elapsed = @time_elapsed.milliseconds / 1000.0
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@world.start_frame
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glClearColor(0.0, 0.0, 0.0, -1.0)
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glClear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT)
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glLoadIdentity()
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glTranslatef(@x_trans,@y_trans,@z_trans)
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glPushMatrix()
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glBegin(GL_QUADS)
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glVertex3f(-1000, -1 , 1000)
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glVertex3f(-1000, -1, -1000)
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glVertex3f(1000, -1, -1000)
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glVertex3f(1000, -1, 1000)
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glEnd
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glPopMatrix()
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draw_skybox()
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#glClear(GL::COLOR_BUFFER_BIT|GL::DEPTH_BUFFER_BIT)
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@world.particles.each do |particle|
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p = particle.position
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glPushMatrix()
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glTranslatef(p.x, p.y, p.z)
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particle.material.setup_material()
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glutSolidSphere(particle.radius, 16, 16)
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glPopMatrix()
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end
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@world.run_physics(seconds_elapsed)
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Rubygame::GL.swap_buffers()
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@screen.update
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@screen.flip
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ObjectSpace.garbage_collect
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end
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end
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end
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end
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REAL_MAX = 10000000
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WIDE = 1280
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HIGH = 1024
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game = Game.new(WIDE, HIGH)
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game.init_game
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game.run
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data/lib/matrix3.rb
ADDED
@@ -0,0 +1,242 @@
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module BulldogPhysics
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class Matrix3
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attr_accessor :data
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def initialize(*args)
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@data = Array.new
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if(args.size == 0)
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@data = [ 0, 0, 0, \
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0, 0, 0, \
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0, 0, 0]
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elsif( args[0].is_a? Float)
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@data = [ args[0], args[1], args[2],\
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args[3], args[4], args[5],\
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args[6], args[7], args[8]]
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elsif( args[0].is_a? Vector3)
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setComponents(args[0], args[1], args[2])
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end
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end
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def *(vector)
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if( @data.size < 8)
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raise Exception.new("@data not big enough for vector math")
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end
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if( vector.is_a? Matrix3)
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o = vector.dup
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return Matrix3.new(@data[0]*o.data[0] + @data[1]*o.data[3] + @data[2]*o.data[6], @data[0]*o.data[1] + @data[1]*o.data[4] + @data[2]*o.data[7], @data[0]*o.data[2] + @data[1]*o.data[5] + @data[2]*o.data[8], \
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@data[3]*o.data[0] + @data[4]*o.data[3] + @data[5]*o.data[6], @data[3]*o.data[1] + @data[4]*o.data[4] + @data[5]*o.data[7], @data[3]*o.data[2] + @data[4]*o.data[5] + @data[5]*o.data[8], \
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@data[6]*o.data[0] + @data[7]*o.data[3] + @data[8]*o.data[6], @data[6]*o.data[1] + @data[7]*o.data[4] + @data[8]*o.data[7], @data[6]*o.data[2] + @data[7]*o.data[5] + @data[8]*o.data[8] )
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elsif vector.is_a? Float
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scalar = vector
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return Matrix3.new(@data[0] * scalar, @data[1] * scalar, @data[2] * scalar, \
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@data[3] * scalar, @data[4] * scalar, @data[5] * scalar, \
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@data[6] * scalar, @data[7] * scalar, @data[8] * scalar)
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else
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+
return Vector3.new( (vector.x * @data[0]) + (vector.y * @data[1]) + (vector.z * @data[2]) , \
|
46
|
+
vector.x * @data[3] + vector.y * @data[4] + vector.z * @data[5] , \
|
47
|
+
vector.x * @data[6] + vector.y * @data[7] + vector.z * @data[8])
|
48
|
+
end
|
49
|
+
|
50
|
+
end
|
51
|
+
|
52
|
+
def +(o)
|
53
|
+
Matrix3.new(
|
54
|
+
@data[0] + o.data[0], @data[1] + o.data[1], @data[2] + o.data[2], \
|
55
|
+
@data[3] + o.data[3], @data[4] + o.data[4], @data[5] + o.data[5], \
|
56
|
+
@data[6] + o.data[6], @data[7] + o.data[7], @data[8] + o.data[8] \
|
57
|
+
)
|
58
|
+
end
|
59
|
+
|
60
|
+
def multiplyByMatrix(o)
|
61
|
+
o = o.dup
|
62
|
+
|
63
|
+
t1 = @data[0]*o.data[0] + @data[1]*o.data[3] + @data[2]*o.data[6];
|
64
|
+
t2 = @data[0]*o.data[1] + @data[1]*o.data[4] + @data[2]*o.data[7];
|
65
|
+
t3 = @data[0]*o.data[2] + @data[1]*o.data[5] + @data[2]*o.data[8];
|
66
|
+
@data[0] = t1;
|
67
|
+
@data[1] = t2;
|
68
|
+
@data[2] = t3;
|
69
|
+
t1 = @data[3]*o.data[0] + @data[4]*o.data[3] + @data[5]*o.data[6];
|
70
|
+
t2 = @data[3]*o.data[1] + @data[4]*o.data[4] + @data[5]*o.data[7];
|
71
|
+
t3 = @data[3]*o.data[2] + @data[4]*o.data[5] + @data[5]*o.data[8];
|
72
|
+
@data[3] = t1;
|
73
|
+
@data[4] = t2;
|
74
|
+
@data[5] = t3;
|
75
|
+
t1 = @data[6]*o.data[0] + @data[7]*o.data[3] + @data[8]*o.data[6];
|
76
|
+
t2 = @data[6]*o.data[1] + @data[7]*o.data[4] + @data[8]*o.data[7];
|
77
|
+
t3 = @data[6]*o.data[2] + @data[7]*o.data[5] + @data[8]*o.data[8];
|
78
|
+
@data[6] = t1;
|
79
|
+
@data[7] = t2;
|
80
|
+
@data[8] = t3;
|
81
|
+
end
|
82
|
+
|
83
|
+
def multiplyByScalar(scalar)
|
84
|
+
@data[0] *= scalar; @data[1] *= scalar; @data[2] *= scalar;
|
85
|
+
@data[3] *= scalar; @data[4] *= scalar; @data[5] *= scalar;
|
86
|
+
@data[6] *= scalar; @data[7] *= scalar; @data[8] *= scalar;
|
87
|
+
end
|
88
|
+
|
89
|
+
def transform(vector)
|
90
|
+
self * vector
|
91
|
+
end
|
92
|
+
|
93
|
+
def transformTranspose(vector)
|
94
|
+
Vector3.new(
|
95
|
+
vector.x * @data[0] + vector.y * @data[3] + vector.z * @data[6],
|
96
|
+
vector.x * @data[1] + vector.y * @data[4] + vector.z * @data[7],
|
97
|
+
vector.x * @data[2] + vector.y * @data[5] + vector.z * @data[8]
|
98
|
+
)
|
99
|
+
end
|
100
|
+
|
101
|
+
def setOrientation(q)
|
102
|
+
@data[0] = 1 - (2*q.j*q.j + 2*q.k*q.k);
|
103
|
+
@data[1] = 2*q.i*q.j + 2*q.k*q.r;
|
104
|
+
@data[2] = 2*q.i*q.k - 2*q.j*q.r;
|
105
|
+
@data[3] = 2*q.i*q.j - 2*q.k*q.r;
|
106
|
+
@data[4] = 1 - (2*q.i*q.i + 2*q.k*q.k);
|
107
|
+
@data[5] = 2*q.j*q.k + 2*q.i*q.r;
|
108
|
+
@data[6] = 2*q.i*q.k + 2*q.j*q.r;
|
109
|
+
@data[7] = 2*q.j*q.k - 2*q.i*q.r;
|
110
|
+
@data[8] = 1 - (2*q.i*q.i + 2*q.j*q.j);
|
111
|
+
end
|
112
|
+
|
113
|
+
def getAxisVector(i)
|
114
|
+
Vector3.new( @data[i], @data[i+3], @data[i+6])
|
115
|
+
end
|
116
|
+
|
117
|
+
|
118
|
+
def setInverse(m)
|
119
|
+
t4 = m.data[0]*m.data[4];
|
120
|
+
t6 = m.data[0]*m.data[5];
|
121
|
+
t8 = m.data[1]*m.data[3];
|
122
|
+
t10 = m.data[2]*m.data[3];
|
123
|
+
t12 = m.data[1]*m.data[6];
|
124
|
+
t14 = m.data[2]*m.data[6];
|
125
|
+
|
126
|
+
# Calculate the determinant
|
127
|
+
t16 = (t4*m.data[8] - t6*m.data[7] - t8*m.data[8]+
|
128
|
+
t10*m.data[7] + t12*m.data[5] - t14*m.data[4]);
|
129
|
+
|
130
|
+
# Make sure the determinant is non-zero.
|
131
|
+
if (t16 == 0.0)
|
132
|
+
return
|
133
|
+
end
|
134
|
+
|
135
|
+
t17 = 1/t16;
|
136
|
+
|
137
|
+
@data[0] = (m.data[4]*m.data[8]-m.data[5]*m.data[7])*t17;
|
138
|
+
@data[1] = -(m.data[1]*m.data[8]-m.data[2]*m.data[7])*t17;
|
139
|
+
@data[2] = (m.data[1]*m.data[5]-m.data[2]*m.data[4])*t17;
|
140
|
+
@data[3] = -(m.data[3]*m.data[8]-m.data[5]*m.data[6])*t17;
|
141
|
+
@data[4] = (m.data[0]*m.data[8]-t14)*t17;
|
142
|
+
@data[5] = -(t6-t10)*t17;
|
143
|
+
@data[6] = (m.data[3]*m.data[7]-m.data[4]*m.data[6])*t17;
|
144
|
+
@data[7] = -(m.data[0]*m.data[7]-t12)*t17;
|
145
|
+
@data[8] = (t4-t8)*t17;
|
146
|
+
end
|
147
|
+
|
148
|
+
def inverse()
|
149
|
+
result = Matrix3.new
|
150
|
+
result.setInverse(self)
|
151
|
+
return result
|
152
|
+
end
|
153
|
+
|
154
|
+
def invert()
|
155
|
+
setInverse(self)
|
156
|
+
end
|
157
|
+
|
158
|
+
def setTranspose(m)
|
159
|
+
@data[0] = m.data[0];
|
160
|
+
@data[1] = m.data[3];
|
161
|
+
@data[2] = m.data[6];
|
162
|
+
@data[3] = m.data[1];
|
163
|
+
@data[4] = m.data[4];
|
164
|
+
@data[5] = m.data[7];
|
165
|
+
@data[6] = m.data[2];
|
166
|
+
@data[7] = m.data[5];
|
167
|
+
@data[8] = m.data[8];
|
168
|
+
end
|
169
|
+
|
170
|
+
|
171
|
+
def transform_transpose(vector)
|
172
|
+
return Vector3.new(
|
173
|
+
vector.x * @data[0] + vector.y * @data[3] + vector.z * @data[6],
|
174
|
+
vector.x * @data[1] + vector.y * @data[4] + vector.z * @data[7],
|
175
|
+
vector.x * @data[2] + vector.y * @data[5] + vector.z * @data[8]
|
176
|
+
);
|
177
|
+
end
|
178
|
+
|
179
|
+
def transpose()
|
180
|
+
result = Matrix3.new
|
181
|
+
result.setTranspose(self)
|
182
|
+
return result
|
183
|
+
end
|
184
|
+
|
185
|
+
def setDiagonal(a, b, c)
|
186
|
+
setInertiaTensorCoeffs(a, b, c)
|
187
|
+
end
|
188
|
+
|
189
|
+
def setInertiaTensorCoeffs(ix, iy, iz, ixy = 0, ixz = 0,iyz = 0)
|
190
|
+
@data[0] = ix;
|
191
|
+
@data[1] = @data[3] = -ixy;
|
192
|
+
@data[2] = @data[6] = -ixz;
|
193
|
+
@data[4] = iy;
|
194
|
+
@data[5] = @data[7] = -iyz;
|
195
|
+
@data[8] = iz;
|
196
|
+
end
|
197
|
+
|
198
|
+
|
199
|
+
def setBlockInertiaTensor(vHalfSizes, mass)
|
200
|
+
squares = vHalfSizes.componentProduct(vHalfSizes)
|
201
|
+
setInertiaTensorCoeffs(0.3 * mass * (squares.y + squares.z),
|
202
|
+
0.3 * mass * (squares.x + squares.z),
|
203
|
+
0.3 * mass * (squares.x + squares.y))
|
204
|
+
end
|
205
|
+
|
206
|
+
def setSkewSymmetric(vector)
|
207
|
+
@data[0] = @data[4] = @data[8] = 0;
|
208
|
+
@data[1] = -vector.z;
|
209
|
+
@data[2] = vector.y;
|
210
|
+
@data[3] = vector.z;
|
211
|
+
@data[5] = -vector.x;
|
212
|
+
@data[6] = -vector.y;
|
213
|
+
@data[7] = vector.x;
|
214
|
+
end
|
215
|
+
|
216
|
+
def setComponents(vCompOne, vCompTwo, vCompThree)
|
217
|
+
@data[0] = vCompOne.x
|
218
|
+
@data[1] = vCompTwo.x
|
219
|
+
@data[2] = vCompThree.x
|
220
|
+
@data[3] = vCompOne.y
|
221
|
+
@data[4] = vCompTwo.y
|
222
|
+
@data[5] = vCompThree.y
|
223
|
+
@data[6] = vCompOne.z
|
224
|
+
@data[7] = vCompTwo.z
|
225
|
+
@data[8] = vCompThree.z
|
226
|
+
end
|
227
|
+
|
228
|
+
def self.linearInterpolate(a, b, prop)
|
229
|
+
result = Matrix3.new
|
230
|
+
for i in 0..9
|
231
|
+
result.data[i] = a.data * (1-prop) + b.data[i] * prop
|
232
|
+
end
|
233
|
+
return result
|
234
|
+
end
|
235
|
+
|
236
|
+
def to_s
|
237
|
+
"[ #{@data[0]} #{@data[1]} #{@data[2]}\n \ #{@data[3]} #{@data[4]} #{@data[5]}\n \ #{@data[6]} #{@data[7]} #{@data[8]} ]"
|
238
|
+
end
|
239
|
+
|
240
|
+
end
|
241
|
+
|
242
|
+
end
|