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
data/lib/matrix4.rb
ADDED
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module BulldogPhysics
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class Matrix4
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attr_accessor :data
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def initialize()
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@data = [ 1, 0, 0, 0,
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0, 1, 0, 0,
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0, 0, 1, 0 ]
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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.kind_of? Matrix4)
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o = vector.dup
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result = Matrix4.new
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result.data[0] = (o.data[0]*@data[0]) + (o.data[4]*@data[1]) + (o.data[8]*@data[2]);
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result.data[4] = (o.data[0]*@data[4]) + (o.data[4]*@data[5]) + (o.data[8]*@data[6]);
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result.data[8] = (o.data[0]*@data[8]) + (o.data[4]*@data[9]) + (o.data[8]*@data[10]);
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result.data[1] = (o.data[1]*@data[0]) + (o.data[5]*@data[1]) + (o.data[9]*@data[2]);
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result.data[5] = (o.data[1]*@data[4]) + (o.data[5]*@data[5]) + (o.data[9]*@data[6]);
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result.data[9] = (o.data[1]*@data[8]) + (o.data[5]*@data[9]) + (o.data[9]*@data[10]);
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result.data[2] = (o.data[2]*@data[0]) + (o.data[6]*@data[1]) + (o.data[10]*@data[2]);
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result.data[6] = (o.data[2]*@data[4]) + (o.data[6]*@data[5]) + (o.data[10]*@data[6]);
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result.data[10] = (o.data[2]*@data[8]) + (o.data[6]*data[9]) + (o.data[10]*@data[10]);
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result.data[3] = (o.data[3]*@data[0]) + (o.data[7]*@data[1]) + (o.data[11]*@data[2]) + @data[3];
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result.data[7] = (o.data[3]*@data[4]) + (o.data[7]*@data[5]) + (o.data[11]*@data[6]) + @data[7];
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result.data[11] = (o.data[3]*@data[8]) + (o.data[7]*@data[9]) + (o.data[11]*@data[10]) + @data[11];
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return result;
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else
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return Vector3.new(
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vector.x * @data[0] + \
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vector.y * @data[1] + \
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vector.z * @data[2] + @data[3],\
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vector.x * @data[4] + \
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vector.y * @data[5] + \
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vector.z * @data[6] + @data[7], \
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vector.x * @data[8] + \
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vector.y * @data[9] + \
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vector.z * @data[10] + @data[11]\
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)
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end
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end
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# Sets the matrix to be the inverse of the given matrix.
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# @param m The matrix to invert and use to set this.
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def setInverse(m)
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#Make sure the determinant is non-zero.
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det = getDeterminant();
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if (det == 0)
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return
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end
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det = 1.0/det;
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@data[0] = (-m.data[9]*m.data[6]+m.data[5]*m.data[10])*det;
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@data[4] = (m.data[8]*m.data[6]-m.data[4]*m.data[10])*det;
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@data[8] = (-m.data[8]*m.data[5]+m.data[4]*m.data[9])*det;
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@data[1] = (m.data[9]*m.data[2]-m.data[1]*m.data[10])*det;
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@data[5] = (-m.data[8]*m.data[2]+m.data[0]*m.data[10])*det;
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@data[9] = (m.data[8]*m.data[1]-m.data[0]*m.data[9])*det;
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@data[2] = (-m.data[5]*m.data[2]+m.data[1]*m.data[6])*det;
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@data[6] = (+m.data[4]*m.data[2]-m.data[0]*m.data[6])*det;
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@data[10] = (-m.data[4]*m.data[1]+m.data[0]*m.data[5])*det;
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@data[3] = (m.data[9]*m.data[6]*m.data[3]
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-m.data[5]*m.data[10]*m.data[3]
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-m.data[9]*m.data[2]*m.data[7]
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+m.data[1]*m.data[10]*m.data[7]
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+m.data[5]*m.data[2]*m.data[11]
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-m.data[1]*m.data[6]*m.data[11])*det;
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@data[7] = (-m.data[8]*m.data[6]*m.data[3]
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+m.data[4]*m.data[10]*m.data[3]
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+m.data[8]*m.data[2]*m.data[7]
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-m.data[0]*m.data[10]*m.data[7]
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-m.data[4]*m.data[2]*m.data[11]
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+m.data[0]*m.data[6]*m.data[11])*det;
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@data[11] =(m.data[8]*m.data[5]*m.data[3]
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-m.data[4]*m.data[9]*m.data[3]
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-m.data[8]*m.data[1]*m.data[7]
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+m.data[0]*m.data[9]*m.data[7]
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+m.data[4]*m.data[1]*m.data[11]
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-m.data[0]*m.data[5]*m.data[11])*det;
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end
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# Returns a new matrix containing the inverse of this matrix. */
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def inverse
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result = Matrix3.new
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result.setInverse(self);
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return result
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end
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def transformDirection(vector)
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Vector3.new(
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vector.x * @data[0] +
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vector.y * @data[1] +
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vector.z * @data[2],
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vector.x * @data[4] +
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vector.y * @data[5] +
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vector.z * @data[6],
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vector.x * @data[8] +
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vector.y * @data[9] +
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vector.z * @data[10]
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);
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end
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def transformInverseDirection(vector)
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Vector3.new(
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vector.x * @data[0] +
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vector.y * @data[4] +
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vector.z * @data[8],
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vector.x * @data[1] +
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vector.y * @data[5] +
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vector.z * @data[9],
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vector.x * @data[2] +
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vector.y * @data[6] +
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vector.z * @data[10]
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);
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end
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def transformInverse(vector)
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tmp = vector.dup;
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tmp.x -= @data[3];
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tmp.y -= @data[7];
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tmp.z -= @data[11];
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Vector3.new(
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tmp.x * @data[0] +
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tmp.y * @data[4] +
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tmp.z * @data[8],
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tmp.x * @data[1] +
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tmp.y * @data[5] +
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tmp.z * @data[9],
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tmp.x * @data[2] +
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tmp.y * @data[6] +
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tmp.z * @data[10]
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)
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end
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# Fills the given array with this transform matrix, so it is
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# usable as an open-gl transform matrix. OpenGL uses a column
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# major format, so that the values are transposed as they are
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# written.
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def getGLArray()
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array = Array.new
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array[0] = @data[0];
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array[1] = @data[4];
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array[2] = @data[8];
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array[3] = 0;
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array[4] = @data[1];
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array[5] = @data[5];
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array[6] = @data[9];
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array[7] = 0;
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array[8] = @data[2];
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array[9] = @data[6];
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array[10] = @data[10];
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array[11] = 0;
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array[12] = @data[3];
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array[13] = @data[7];
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array[14] = @data[11];
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array[15] = 1;
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return array
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end
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def getAxisVector(i)
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Vector3.new(@data[i], @data[i+4], @data[i+8]);
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end
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def setOrientationAndPos(q, pos)
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@data[0] = 1 - (2*q.j*q.j + 2*q.k*q.k);
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@data[1] = 2*q.i*q.j + 2*q.k*q.r;
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@data[2] = 2*q.i*q.k - 2*q.j*q.r;
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@data[3] = pos.x;
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@data[4] = 2*q.i*q.j - 2*q.k*q.r;
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@data[5] = 1 - (2*q.i*q.i + 2*q.k*q.k);
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@data[6] = 2*q.j*q.k + 2*q.i*q.r;
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@data[7] = pos.y;
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@data[8] = 2*q.i*q.k + 2*q.j*q.r;
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@data[9] = 2*q.j*q.k - 2*q.i*q.r;
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@data[10] = 1 - (2*q.i*q.i + 2*q.j*q.j);
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@data[11] = pos.z;
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end
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# Inverts the matrix.
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def invert()
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setInverse(self)
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end
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def transform(vector)
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self * vector
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end
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def getDeterminant
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return @data[8]*@data[5]*@data[2]+
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@data[4]*@data[9]*@data[2]+
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@data[8]*@data[1]*@data[6]-
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@data[0]*@data[9]*@data[6]-
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@data[4]*@data[1]*@data[10]+
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@data[0]*@data[5]*@data[10];
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end
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end
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end
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data/lib/quaternion.rb
ADDED
@@ -0,0 +1,86 @@
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module BulldogPhysics
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class Quaternion
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#attr :data
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attr_accessor :r, :i, :j, :k
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def initialize(r = 1.0, i =0, j = 0, k = 0)
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@r, @i, @j, @k = r, i, j, k
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end
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def intialize(r, i, j, k)
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@r = r
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@i = i
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@j = j
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@k = k
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end
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def data=(data)
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@r = data[0]
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@i = data[1]
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@j = data[2]
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@k = data[3]
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end
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def data
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[@r, @i, @j, @k]
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end
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def *(multiplier)
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q = self
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r = q.r*multiplier.r - q.i*multiplier.i -
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q.j*multiplier.j - q.k*multiplier.k
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i = q.r*multiplier.i + q.i*multiplier.r +
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q.j*multiplier.k - q.k*multiplier.j
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j = q.r*multiplier.j + q.j*multiplier.r +
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q.k*multiplier.i - q.i*multiplier.k;
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k = q.r*multiplier.k + q.k*multiplier.r +
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q.i*multiplier.j - q.j*multiplier.i;
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Quaternion.new( r, i, j, k )
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end
|
41
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|
42
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def normalize()
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43
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d = (@r*@r) + (@i*@i) + (@j*@j) + (@k*@k)
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44
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45
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if( d == 0)
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46
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@r = 1
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return
|
48
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end
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49
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#return if d.nan?
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50
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begin
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51
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d = (1.0 / Math.sqrt(d))
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52
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rescue
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puts "FUCK D IS #{d}"
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end
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@r *= d
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56
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@i *= d
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57
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@j *= d
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58
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@k *= d
|
59
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end
|
60
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+
|
61
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def addScaledVector(vector, scale)
|
62
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+
|
63
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q = Quaternion.new(0,
|
64
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vector.x * scale,
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65
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vector.y * scale,
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66
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vector.z * scale)
|
67
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+
|
68
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q *= self;
|
69
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@r += q.r * 0.5
|
70
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@i += q.i * 0.5
|
71
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@j += q.j * 0.5
|
72
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@k += q.k * 0.5
|
73
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+
end
|
74
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+
|
75
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def rotateByVector(vector)
|
76
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+
q = Quaternion.new( 0, vector.x, vector.y, vector.z)
|
77
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new_q = self * q
|
78
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@r = q.r
|
79
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@i = q.i
|
80
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@j = q.j
|
81
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@k = q.k
|
82
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+
end
|
83
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+
|
84
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+
end
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85
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+
end
|
86
|
+
|
data/lib/vector3.rb
ADDED
@@ -0,0 +1,155 @@
|
|
1
|
+
module BulldogPhysics
|
2
|
+
|
3
|
+
class Vector3
|
4
|
+
|
5
|
+
attr_accessor :x, :y, :z
|
6
|
+
attr_reader :pad #padding to ensure four world alignment
|
7
|
+
|
8
|
+
## create Vertex, defaults all to zero
|
9
|
+
def initialize(x = 0,y = 0,z = 0)
|
10
|
+
@x = x
|
11
|
+
@y = y
|
12
|
+
@z = z
|
13
|
+
end
|
14
|
+
|
15
|
+
## flip the components
|
16
|
+
def invert
|
17
|
+
@x = -@x
|
18
|
+
@y = -@y
|
19
|
+
@z = -@z
|
20
|
+
end
|
21
|
+
|
22
|
+
## Gets the magnitude of this vector.
|
23
|
+
def magnitude
|
24
|
+
num = (@x*@x) + (@y * @y) + (@z * @z)
|
25
|
+
return 0 if num.nan?
|
26
|
+
Math.sqrt((@x*@x)+(@y*@y)+(@z*@z))
|
27
|
+
end
|
28
|
+
|
29
|
+
def squareMagnitude
|
30
|
+
return (@x*@x)+(@y*@y)+(@z*@z)
|
31
|
+
end
|
32
|
+
|
33
|
+
## Turns a non-zero vector into a vector of unit length.
|
34
|
+
def normalize
|
35
|
+
length = self.magnitude
|
36
|
+
if length > 0
|
37
|
+
@x /= length
|
38
|
+
@y /= length
|
39
|
+
@z /= length
|
40
|
+
end
|
41
|
+
end
|
42
|
+
|
43
|
+
def unit
|
44
|
+
length = self.magnitude
|
45
|
+
if length > 0
|
46
|
+
x = @x * (1.0 / length)
|
47
|
+
#x = @x / length
|
48
|
+
y = @y * (1.0 / length)
|
49
|
+
#y = @y / length
|
50
|
+
#z = @z / length
|
51
|
+
z = @z * (1.0 / length)
|
52
|
+
return Vector3.new(x,y,z)
|
53
|
+
else
|
54
|
+
return Vector3.new
|
55
|
+
end
|
56
|
+
end
|
57
|
+
|
58
|
+
def addScaledVector(v, scalar)
|
59
|
+
@x += (v.x * scalar)
|
60
|
+
@y += (v.y * scalar)
|
61
|
+
@z += (v.z * scalar)
|
62
|
+
end
|
63
|
+
|
64
|
+
def componentProduct(v)
|
65
|
+
Vector3.new(@x * v.x, @y * v.y, @z * v.z)
|
66
|
+
end
|
67
|
+
|
68
|
+
def componentProductUpdate(v)
|
69
|
+
@x *= v.x
|
70
|
+
@y *= v.y
|
71
|
+
@z *= v.z
|
72
|
+
self
|
73
|
+
end
|
74
|
+
|
75
|
+
def scalarProduct(v)
|
76
|
+
(@x * v.x) + (@y * v.y) + (@z * v.z)
|
77
|
+
end
|
78
|
+
|
79
|
+
def crossProduct(v)
|
80
|
+
Vector3.new( (@y * v.z) - (@z * v.y),
|
81
|
+
(@z * v.x) - (@x * v.z),
|
82
|
+
(@x * v.y) - (@y * v.x))
|
83
|
+
end
|
84
|
+
|
85
|
+
def crossProductUpdate(v)
|
86
|
+
new_v = vectorProduct(v)
|
87
|
+
@x = new_v.x
|
88
|
+
@y = new_v.y
|
89
|
+
@z = new_v.z
|
90
|
+
end
|
91
|
+
|
92
|
+
def *(scalar)
|
93
|
+
if scalar.kind_of? Float
|
94
|
+
Vector3.new(@x*scalar, @y*scalar, @z*scalar)
|
95
|
+
elsif scalar.kind_of? Vector3
|
96
|
+
return @x * scalar.x + @y * scalar.y + @z * scalar.z
|
97
|
+
end
|
98
|
+
end
|
99
|
+
|
100
|
+
def +(v)
|
101
|
+
Vector3.new(@x + v.x, @y + v.y, @z + v.z)
|
102
|
+
end
|
103
|
+
|
104
|
+
def vector_product(vector)
|
105
|
+
Vector3.new(@y*vector.z - @z*vector.y,
|
106
|
+
@z*vector.x - @x*vector.z,
|
107
|
+
@x*vector.y - @y*vector.x)
|
108
|
+
|
109
|
+
end
|
110
|
+
|
111
|
+
#Updates this vector to be the vector product of its current
|
112
|
+
# => value and the given vector.
|
113
|
+
def %(vector)
|
114
|
+
vector_product(vector)
|
115
|
+
end
|
116
|
+
def addVector(v)
|
117
|
+
@x += v.x
|
118
|
+
@y += v.y
|
119
|
+
@z += v.z
|
120
|
+
self
|
121
|
+
end
|
122
|
+
|
123
|
+
def multiplyByScalar(scalar)
|
124
|
+
@x *= scalar
|
125
|
+
@y *= scalar
|
126
|
+
@z *= scalar
|
127
|
+
end
|
128
|
+
|
129
|
+
def subtractVector(v)
|
130
|
+
@x -= v.x
|
131
|
+
@y -= v.y
|
132
|
+
@z -= v.z
|
133
|
+
end
|
134
|
+
|
135
|
+
def divideByScalar(scalar)
|
136
|
+
@x *= scalar
|
137
|
+
@y *= scalar
|
138
|
+
@z *= scalar
|
139
|
+
end
|
140
|
+
|
141
|
+
def -(v)
|
142
|
+
Vector3.new(@x - v.x, @y - v.y, @z - v.z)
|
143
|
+
end
|
144
|
+
|
145
|
+
def clear
|
146
|
+
@x, @y, @z = 0,0,0
|
147
|
+
end
|
148
|
+
|
149
|
+
def to_s
|
150
|
+
"(#{@x},#{@y},#{@z})"
|
151
|
+
end
|
152
|
+
|
153
|
+
end
|
154
|
+
|
155
|
+
end
|