raylib-bindings 0.5.8pre1-aarch64-linux
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- checksums.yaml +7 -0
- data/ChangeLog +399 -0
- data/LICENSE.txt +21 -0
- data/README.md +176 -0
- data/examples/template.rb +143 -0
- data/lib/config.rb +103 -0
- data/lib/libraylib.aarch64.so +0 -0
- data/lib/physac.aarch64.so +0 -0
- data/lib/physac.rb +322 -0
- data/lib/raygui.aarch64.so +0 -0
- data/lib/raygui_helper.rb +127 -0
- data/lib/raygui_main.rb +890 -0
- data/lib/raylib.rb +62 -0
- data/lib/raylib_helper.rb +400 -0
- data/lib/raylib_main.rb +5088 -0
- data/lib/raymath.rb +845 -0
- data/lib/rcamera.rb +117 -0
- data/lib/rlgl.rb +1311 -0
- metadata +92 -0
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# Yet another raylib wrapper for Ruby
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#
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# * https://github.com/vaiorabbit/raylib-bindings
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#
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# Demonstrates several key features including:
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# * Core : window management, camera, etc.
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# * Gameplay : fetching player input, collision handling, etc.
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# * Rendering : drawing shapes, texts, etc.
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#
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# To get more information, see:
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# * https://www.raylib.com/cheatsheet/cheatsheet.html for API reference
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# * https://github.com/vaiorabbit/raylib-bindings/tree/main/examples for more actual codes written in Ruby
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require 'raylib'
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shared_lib_path = Gem::Specification.find_by_name('raylib-bindings').full_gem_path + '/lib/'
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case RUBY_PLATFORM
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when /mswin|msys|mingw|cygwin/
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Raylib.load_lib(shared_lib_path + 'libraylib.dll', raygui_libpath: shared_lib_path + 'raygui.dll', physac_libpath: shared_lib_path + 'physac.dll')
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when /darwin/
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Raylib.load_lib(shared_lib_path + 'libraylib.dylib', raygui_libpath: shared_lib_path + 'raygui.dylib', physac_libpath: shared_lib_path + 'physac.dylib')
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when /linux/
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arch = RUBY_PLATFORM.split('-')[0]
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Raylib.load_lib(shared_lib_path + "libraylib.#{arch}.so", raygui_libpath: shared_lib_path + "raygui.#{arch}.so", physac_libpath: shared_lib_path + "physac.#{arch}.so")
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else
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raise RuntimeError, "Unknown OS: #{RUBY_PLATFORM}"
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end
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include Raylib
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if __FILE__ == $PROGRAM_NAME
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screen_width = 1280
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screen_height = 720
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InitWindow(screen_width, screen_height, "Yet Another Ruby-raylib bindings")
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SetTargetFPS(60)
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ruby_red = Color.from_u8(155, 17, 30, 255)
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# Camera
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camera = Camera.new
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reset_camera = lambda {
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camera.position.set(0.0, 10.0, 10.0)
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camera.target.set(0.0, 0.0, 0.0)
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camera.up.set(0.0, 1.0, 0.0)
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camera.fovy = 45.0
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camera.projection = CAMERA_PERSPECTIVE
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}
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reset_camera.call
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camera_mode = CAMERA_CUSTOM
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auto_rotate = false
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# Player (red cube) settings
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player_pos = Vector3.create(0.0, 0.0, 0.0)
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player_size = Vector3.create(2.0, 2.0, 2.0)
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speed = 0.25
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# Obstacle settings
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obstacle_cube_pos = Vector3.create(-4.0, 1.0, 0.0)
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obstacle_cube_size = Vector3.create(2.0, 2.0, 2.0)
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obstacle_sphere_pos = Vector3.create(4.0, 0.0, 0.0)
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obstacle_sphere_size = 1.5
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until WindowShouldClose()
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### Update phase
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# Reset camera settings
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if IsKeyPressed(KEY_F1)
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auto_rotate = !auto_rotate
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reset_camera.call
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camera_mode = auto_rotate ? CAMERA_ORBITAL : CAMERA_CUSTOM
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end
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UpdateCamera(camera.pointer, camera_mode) if auto_rotate
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# Calculate move direction
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move = Vector3.create(0, 0, 0)
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move.x += speed if IsKeyDown(KEY_RIGHT)
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move.x -= speed if IsKeyDown(KEY_LEFT)
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move.z += speed if IsKeyDown(KEY_DOWN)
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move.z -= speed if IsKeyDown(KEY_UP)
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to_camera = Vector3Normalize(Vector3.create(camera.position.x, 0, camera.position.z))
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rotate_y = QuaternionFromVector3ToVector3(Vector3.create(0, 0, 1), to_camera)
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move = Vector3RotateByQuaternion(move, rotate_y)
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player_pos = Vector3Add(player_pos, move)
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player_screen_pos = GetWorldToScreen(Vector3.create(player_pos.x, player_pos.y + 2.5, player_pos.z), camera)
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# Check collision status
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collision = false
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player_bbox = BoundingBox.new
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.with_min(player_pos.x - player_size.x/2, player_pos.y - player_size.y/2, player_pos.z - player_size.z/2)
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.with_max(player_pos.x + player_size.x/2, player_pos.y + player_size.y/2, player_pos.z + player_size.z/2)
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obstacle_cube_bbox = BoundingBox.new
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.with_min(obstacle_cube_pos.x - obstacle_cube_size.x/2, obstacle_cube_pos.y - obstacle_cube_size.y/2, obstacle_cube_pos.z - obstacle_cube_size.z/2)
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.with_max(obstacle_cube_pos.x + obstacle_cube_size.x/2, obstacle_cube_pos.y + obstacle_cube_size.y/2, obstacle_cube_pos.z + obstacle_cube_size.z/2)
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# Check collisions player vs obstacle_cube
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collision = true if CheckCollisionBoxes(player_bbox, obstacle_cube_bbox)
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# Check collisions player vs obstacle_sphere
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collision = true if CheckCollisionBoxSphere(player_bbox, obstacle_sphere_pos, obstacle_sphere_size)
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### Rendering phase
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BeginDrawing()
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ClearBackground(RAYWHITE)
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## 3D scene
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BeginMode3D(camera)
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# Red cube
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DrawCube(player_pos, 2.0, 2.0, 2.0, collision ? Fade(ruby_red, 0.25) : ruby_red)
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DrawCubeWires(player_pos, 2.0, 2.0, 2.0, MAROON)
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# Obstacle cube
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DrawCube(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, GRAY)
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DrawCubeWires(obstacle_cube_pos, obstacle_cube_size.x, obstacle_cube_size.y, obstacle_cube_size.z, DARKGRAY)
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# Obstacle sphere
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DrawSphere(obstacle_sphere_pos, obstacle_sphere_size, GRAY)
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DrawSphereWires(obstacle_sphere_pos, obstacle_sphere_size, 16, 16, DARKGRAY)
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# Floor
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DrawGrid(10, 1)
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EndMode3D()
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## HUD
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# Text over the red cube
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DrawText("Player HP: 100 / 100", player_screen_pos.x - MeasureText("Player HP: 100/100", 20)/2, player_screen_pos.y, 20, BLACK)
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# Help message
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DrawRectangle(10, screen_height - 100, 300, 80, Fade(MAROON, 0.25))
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DrawRectangleLines(10, screen_height - 100, 300, 80, ruby_red)
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DrawText("Arrow keys : move red cube", 20, screen_height - 90, 20, BLACK)
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DrawText("F1 : camera rotation", 20, screen_height - 70, 20, BLACK)
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DrawText("ESC : exit", 20, screen_height - 50, 20, BLACK)
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# FPS
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DrawFPS(screen_width - 100, 16)
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EndDrawing()
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end
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CloseWindow()
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end
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data/lib/config.rb
ADDED
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# Yet another raylib wrapper for Ruby
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#
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# * https://github.com/vaiorabbit/raylib-bindings
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#
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# [NOTICE] Autogenerated. Do not edit.
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require 'ffi'
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module Raylib
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extend FFI::Library
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# Define/Macro
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SUPPORT_MODULE_RSHAPES = 1
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SUPPORT_MODULE_RTEXTURES = 1
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SUPPORT_MODULE_RTEXT = 1 # WARNING: It requires SUPPORT_MODULE_RTEXTURES to load sprite font textures
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SUPPORT_MODULE_RMODELS = 1
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SUPPORT_MODULE_RAUDIO = 1
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SUPPORT_CAMERA_SYSTEM = 1
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SUPPORT_GESTURES_SYSTEM = 1
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SUPPORT_RPRAND_GENERATOR = 1
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SUPPORT_MOUSE_GESTURES = 1
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SUPPORT_SSH_KEYBOARD_RPI = 1
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SUPPORT_WINMM_HIGHRES_TIMER = 1
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SUPPORT_PARTIALBUSY_WAIT_LOOP = 1
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SUPPORT_SCREEN_CAPTURE = 1
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SUPPORT_GIF_RECORDING = 1
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SUPPORT_COMPRESSION_API = 1
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SUPPORT_AUTOMATION_EVENTS = 1
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MAX_FILEPATH_CAPACITY = 8192 # Maximum file paths capacity
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MAX_FILEPATH_LENGTH = 4096 # Maximum length for filepaths (Linux PATH_MAX default value)
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MAX_KEYBOARD_KEYS = 512 # Maximum number of keyboard keys supported
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MAX_MOUSE_BUTTONS = 8 # Maximum number of mouse buttons supported
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MAX_GAMEPADS = 4 # Maximum number of gamepads supported
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MAX_GAMEPAD_AXIS = 8 # Maximum number of axis supported (per gamepad)
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MAX_GAMEPAD_BUTTONS = 32 # Maximum number of buttons supported (per gamepad)
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MAX_TOUCH_POINTS = 8 # Maximum number of touch points supported
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MAX_KEY_PRESSED_QUEUE = 16 # Maximum number of keys in the key input queue
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MAX_CHAR_PRESSED_QUEUE = 16 # Maximum number of characters in the char input queue
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MAX_DECOMPRESSION_SIZE = 64 # Max size allocated for decompression in MB
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MAX_AUTOMATION_EVENTS = 16384 # Maximum number of automation events to record
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RL_DEFAULT_BATCH_BUFFERS = 1 # Default number of batch buffers (multi-buffering)
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RL_DEFAULT_BATCH_DRAWCALLS = 256 # Default number of batch draw calls (by state changes: mode, texture)
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RL_DEFAULT_BATCH_MAX_TEXTURE_UNITS = 4 # Maximum number of textures units that can be activated on batch drawing (SetShaderValueTexture())
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RL_MAX_MATRIX_STACK_SIZE = 32 # Maximum size of internal Matrix stack
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RL_MAX_SHADER_LOCATIONS = 32 # Maximum number of shader locations supported
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RL_CULL_DISTANCE_NEAR = 0.01 # Default projection matrix near cull distance
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RL_CULL_DISTANCE_FAR = 1000.0 # Default projection matrix far cull distance
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RL_DEFAULT_SHADER_ATTRIB_NAME_POSITION = "vertexPosition" # Bound by default to shader location: 0
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RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD = "vertexTexCoord" # Bound by default to shader location: 1
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RL_DEFAULT_SHADER_ATTRIB_NAME_NORMAL = "vertexNormal" # Bound by default to shader location: 2
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RL_DEFAULT_SHADER_ATTRIB_NAME_COLOR = "vertexColor" # Bound by default to shader location: 3
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RL_DEFAULT_SHADER_ATTRIB_NAME_TANGENT = "vertexTangent" # Bound by default to shader location: 4
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RL_DEFAULT_SHADER_ATTRIB_NAME_TEXCOORD2 = "vertexTexCoord2" # Bound by default to shader location: 5
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RL_DEFAULT_SHADER_UNIFORM_NAME_MVP = "mvp" # model-view-projection matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_VIEW = "matView" # view matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_PROJECTION = "matProjection" # projection matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_MODEL = "matModel" # model matrix
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RL_DEFAULT_SHADER_UNIFORM_NAME_NORMAL = "matNormal" # normal matrix (transpose(inverse(matModelView))
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RL_DEFAULT_SHADER_UNIFORM_NAME_COLOR = "colDiffuse" # color diffuse (base tint color, multiplied by texture color)
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RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE0 = "texture0" # texture0 (texture slot active 0)
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RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE1 = "texture1" # texture1 (texture slot active 1)
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RL_DEFAULT_SHADER_SAMPLER2D_NAME_TEXTURE2 = "texture2" # texture2 (texture slot active 2)
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SUPPORT_QUADS_DRAW_MODE = 1
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SPLINE_SEGMENT_DIVISIONS = 24 # Spline segments subdivisions
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SUPPORT_FILEFORMAT_PNG = 1
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SUPPORT_FILEFORMAT_GIF = 1
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SUPPORT_FILEFORMAT_QOI = 1
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SUPPORT_FILEFORMAT_DDS = 1
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SUPPORT_IMAGE_EXPORT = 1
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SUPPORT_IMAGE_GENERATION = 1
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SUPPORT_IMAGE_MANIPULATION = 1
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SUPPORT_DEFAULT_FONT = 1
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SUPPORT_FILEFORMAT_FNT = 1
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SUPPORT_FILEFORMAT_TTF = 1
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SUPPORT_TEXT_MANIPULATION = 1
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SUPPORT_FONT_ATLAS_WHITE_REC = 1
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MAX_TEXT_BUFFER_LENGTH = 1024 # Size of internal static buffers used on some functions:
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MAX_TEXTSPLIT_COUNT = 128 # Maximum number of substrings to split: TextSplit()
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SUPPORT_FILEFORMAT_OBJ = 1
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SUPPORT_FILEFORMAT_MTL = 1
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SUPPORT_FILEFORMAT_IQM = 1
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SUPPORT_FILEFORMAT_GLTF = 1
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SUPPORT_FILEFORMAT_VOX = 1
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SUPPORT_FILEFORMAT_M3D = 1
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SUPPORT_MESH_GENERATION = 1
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MAX_MATERIAL_MAPS = 12 # Maximum number of shader maps supported
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MAX_MESH_VERTEX_BUFFERS = 7 # Maximum vertex buffers (VBO) per mesh
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SUPPORT_FILEFORMAT_WAV = 1
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SUPPORT_FILEFORMAT_OGG = 1
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SUPPORT_FILEFORMAT_MP3 = 1
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SUPPORT_FILEFORMAT_QOA = 1
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SUPPORT_FILEFORMAT_XM = 1
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SUPPORT_FILEFORMAT_MOD = 1
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AUDIO_DEVICE_FORMAT = "ma_format_f32" # Device output format (miniaudio: float-32bit)
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AUDIO_DEVICE_CHANNELS = 2 # Device output channels: stereo
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AUDIO_DEVICE_SAMPLE_RATE = 0 # Device sample rate (device default)
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MAX_AUDIO_BUFFER_POOL_CHANNELS = 16 # Maximum number of audio pool channels
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SUPPORT_STANDARD_FILEIO = 1
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SUPPORT_TRACELOG = 1
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MAX_TRACELOG_MSG_LENGTH = 256 # Max length of one trace-log message
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end
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Binary file
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Binary file
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data/lib/physac.rb
ADDED
@@ -0,0 +1,322 @@
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# Yet another raylib wrapper for Ruby
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#
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3
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# * https://github.com/vaiorabbit/raylib-bindings
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#
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# [NOTICE] Autogenerated. Do not edit.
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require 'ffi'
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module Raylib
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extend FFI::Library
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# Define/Macro
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PHYSAC_MAX_BODIES = 64 # Maximum number of physic bodies supported
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PHYSAC_MAX_MANIFOLDS = 4096 # Maximum number of physic bodies interactions (64x64)
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PHYSAC_MAX_VERTICES = 24 # Maximum number of vertex for polygons shapes
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PHYSAC_DEFAULT_CIRCLE_VERTICES = 24 # Default number of vertices for circle shapes
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PHYSAC_COLLISION_ITERATIONS = 100
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PHYSAC_PENETRATION_ALLOWANCE = 0.05
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PHYSAC_PENETRATION_CORRECTION = 0.4
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# Enum
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# enum PhysicsShapeType
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PHYSICS_CIRCLE = 0
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PHYSICS_POLYGON = 1
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# Typedef
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typedef :int, :PhysicsShapeType
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typedef :pointer, :PhysicsBody
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typedef :pointer, :PhysicsManifold
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# Struct
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# Matrix2x2 type (used for polygon shape rotation matrix)
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class Matrix2x2 < FFI::Struct
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layout(
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:m00, :float,
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:m01, :float,
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:m10, :float,
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:m11, :float,
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)
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def m00 = self[:m00]
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def m00=(v) self[:m00] = v end
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def m01 = self[:m01]
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def m01=(v) self[:m01] = v end
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+
def m10 = self[:m10]
|
50
|
+
def m10=(v) self[:m10] = v end
|
51
|
+
def m11 = self[:m11]
|
52
|
+
def m11=(v) self[:m11] = v end
|
53
|
+
end
|
54
|
+
|
55
|
+
class PhysicsVertexData < FFI::Struct
|
56
|
+
layout(
|
57
|
+
:vertexCount, :uint, # Vertex count (positions and normals)
|
58
|
+
:positions, [Vector2, 24], # Vertex positions vectors
|
59
|
+
:normals, [Vector2, 24], # Vertex normals vectors
|
60
|
+
)
|
61
|
+
def vertexCount = self[:vertexCount]
|
62
|
+
def vertexCount=(v) self[:vertexCount] = v end
|
63
|
+
def positions = self[:positions]
|
64
|
+
def positions=(v) self[:positions] = v end
|
65
|
+
def normals = self[:normals]
|
66
|
+
def normals=(v) self[:normals] = v end
|
67
|
+
end
|
68
|
+
|
69
|
+
class PhysicsShape < FFI::Struct
|
70
|
+
layout(
|
71
|
+
:type, :int, # Shape type (circle or polygon)
|
72
|
+
:body, :pointer, # Shape physics body data pointer
|
73
|
+
:vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
|
74
|
+
:radius, :float, # Shape radius (used for circle shapes)
|
75
|
+
:transform, Matrix2x2, # Vertices transform matrix 2x2
|
76
|
+
)
|
77
|
+
def type = self[:type]
|
78
|
+
def type=(v) self[:type] = v end
|
79
|
+
def body = self[:body]
|
80
|
+
def body=(v) self[:body] = v end
|
81
|
+
def vertexData = self[:vertexData]
|
82
|
+
def vertexData=(v) self[:vertexData] = v end
|
83
|
+
def radius = self[:radius]
|
84
|
+
def radius=(v) self[:radius] = v end
|
85
|
+
def transform = self[:transform]
|
86
|
+
def transform=(v) self[:transform] = v end
|
87
|
+
end
|
88
|
+
|
89
|
+
class PhysicsBodyData < FFI::Struct
|
90
|
+
layout(
|
91
|
+
:id, :uint, # Unique identifier
|
92
|
+
:enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
|
93
|
+
:position, Vector2, # Physics body shape pivot
|
94
|
+
:velocity, Vector2, # Current linear velocity applied to position
|
95
|
+
:force, Vector2, # Current linear force (reset to 0 every step)
|
96
|
+
:angularVelocity, :float, # Current angular velocity applied to orient
|
97
|
+
:torque, :float, # Current angular force (reset to 0 every step)
|
98
|
+
:orient, :float, # Rotation in radians
|
99
|
+
:inertia, :float, # Moment of inertia
|
100
|
+
:inverseInertia, :float, # Inverse value of inertia
|
101
|
+
:mass, :float, # Physics body mass
|
102
|
+
:inverseMass, :float, # Inverse value of mass
|
103
|
+
:staticFriction, :float, # Friction when the body has not movement (0 to 1)
|
104
|
+
:dynamicFriction, :float, # Friction when the body has movement (0 to 1)
|
105
|
+
:restitution, :float, # Restitution coefficient of the body (0 to 1)
|
106
|
+
:useGravity, :bool, # Apply gravity force to dynamics
|
107
|
+
:isGrounded, :bool, # Physics grounded on other body state
|
108
|
+
:freezeOrient, :bool, # Physics rotation constraint
|
109
|
+
:shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
|
110
|
+
)
|
111
|
+
def id = self[:id]
|
112
|
+
def id=(v) self[:id] = v end
|
113
|
+
def enabled = self[:enabled]
|
114
|
+
def enabled=(v) self[:enabled] = v end
|
115
|
+
def position = self[:position]
|
116
|
+
def position=(v) self[:position] = v end
|
117
|
+
def velocity = self[:velocity]
|
118
|
+
def velocity=(v) self[:velocity] = v end
|
119
|
+
def force = self[:force]
|
120
|
+
def force=(v) self[:force] = v end
|
121
|
+
def angularVelocity = self[:angularVelocity]
|
122
|
+
def angularVelocity=(v) self[:angularVelocity] = v end
|
123
|
+
def torque = self[:torque]
|
124
|
+
def torque=(v) self[:torque] = v end
|
125
|
+
def orient = self[:orient]
|
126
|
+
def orient=(v) self[:orient] = v end
|
127
|
+
def inertia = self[:inertia]
|
128
|
+
def inertia=(v) self[:inertia] = v end
|
129
|
+
def inverseInertia = self[:inverseInertia]
|
130
|
+
def inverseInertia=(v) self[:inverseInertia] = v end
|
131
|
+
def mass = self[:mass]
|
132
|
+
def mass=(v) self[:mass] = v end
|
133
|
+
def inverseMass = self[:inverseMass]
|
134
|
+
def inverseMass=(v) self[:inverseMass] = v end
|
135
|
+
def staticFriction = self[:staticFriction]
|
136
|
+
def staticFriction=(v) self[:staticFriction] = v end
|
137
|
+
def dynamicFriction = self[:dynamicFriction]
|
138
|
+
def dynamicFriction=(v) self[:dynamicFriction] = v end
|
139
|
+
def restitution = self[:restitution]
|
140
|
+
def restitution=(v) self[:restitution] = v end
|
141
|
+
def useGravity = self[:useGravity]
|
142
|
+
def useGravity=(v) self[:useGravity] = v end
|
143
|
+
def isGrounded = self[:isGrounded]
|
144
|
+
def isGrounded=(v) self[:isGrounded] = v end
|
145
|
+
def freezeOrient = self[:freezeOrient]
|
146
|
+
def freezeOrient=(v) self[:freezeOrient] = v end
|
147
|
+
def shape = self[:shape]
|
148
|
+
def shape=(v) self[:shape] = v end
|
149
|
+
end
|
150
|
+
|
151
|
+
class PhysicsManifoldData < FFI::Struct
|
152
|
+
layout(
|
153
|
+
:id, :uint, # Unique identifier
|
154
|
+
:bodyA, :pointer, # Manifold first physics body reference
|
155
|
+
:bodyB, :pointer, # Manifold second physics body reference
|
156
|
+
:penetration, :float, # Depth of penetration from collision
|
157
|
+
:normal, Vector2, # Normal direction vector from 'a' to 'b'
|
158
|
+
:contacts, [Vector2, 2], # Points of contact during collision
|
159
|
+
:contactsCount, :uint, # Current collision number of contacts
|
160
|
+
:restitution, :float, # Mixed restitution during collision
|
161
|
+
:dynamicFriction, :float, # Mixed dynamic friction during collision
|
162
|
+
:staticFriction, :float, # Mixed static friction during collision
|
163
|
+
)
|
164
|
+
def id = self[:id]
|
165
|
+
def id=(v) self[:id] = v end
|
166
|
+
def bodyA = self[:bodyA]
|
167
|
+
def bodyA=(v) self[:bodyA] = v end
|
168
|
+
def bodyB = self[:bodyB]
|
169
|
+
def bodyB=(v) self[:bodyB] = v end
|
170
|
+
def penetration = self[:penetration]
|
171
|
+
def penetration=(v) self[:penetration] = v end
|
172
|
+
def normal = self[:normal]
|
173
|
+
def normal=(v) self[:normal] = v end
|
174
|
+
def contacts = self[:contacts]
|
175
|
+
def contacts=(v) self[:contacts] = v end
|
176
|
+
def contactsCount = self[:contactsCount]
|
177
|
+
def contactsCount=(v) self[:contactsCount] = v end
|
178
|
+
def restitution = self[:restitution]
|
179
|
+
def restitution=(v) self[:restitution] = v end
|
180
|
+
def dynamicFriction = self[:dynamicFriction]
|
181
|
+
def dynamicFriction=(v) self[:dynamicFriction] = v end
|
182
|
+
def staticFriction = self[:staticFriction]
|
183
|
+
def staticFriction=(v) self[:staticFriction] = v end
|
184
|
+
end
|
185
|
+
|
186
|
+
|
187
|
+
# Function
|
188
|
+
|
189
|
+
def self.setup_physac_symbols
|
190
|
+
entries = [
|
191
|
+
|
192
|
+
# @!method InitPhysics()
|
193
|
+
# InitPhysics : Initializes physics system
|
194
|
+
# @return [void]
|
195
|
+
[:InitPhysics, :InitPhysics, [], :void],
|
196
|
+
|
197
|
+
# @!method UpdatePhysics()
|
198
|
+
# UpdatePhysics : Update physics system
|
199
|
+
# @return [void]
|
200
|
+
[:UpdatePhysics, :UpdatePhysics, [], :void],
|
201
|
+
|
202
|
+
# @!method ResetPhysics()
|
203
|
+
# ResetPhysics : Reset physics system (global variables)
|
204
|
+
# @return [void]
|
205
|
+
[:ResetPhysics, :ResetPhysics, [], :void],
|
206
|
+
|
207
|
+
# @!method ClosePhysics()
|
208
|
+
# ClosePhysics : Close physics system and unload used memory
|
209
|
+
# @return [void]
|
210
|
+
[:ClosePhysics, :ClosePhysics, [], :void],
|
211
|
+
|
212
|
+
# @!method SetPhysicsTimeStep(delta)
|
213
|
+
# SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
|
214
|
+
# @param delta [double]
|
215
|
+
# @return [void]
|
216
|
+
[:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
|
217
|
+
|
218
|
+
# @!method SetPhysicsGravity(x, y)
|
219
|
+
# SetPhysicsGravity : Sets physics global gravity force
|
220
|
+
# @param x [float]
|
221
|
+
# @param y [float]
|
222
|
+
# @return [void]
|
223
|
+
[:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
|
224
|
+
|
225
|
+
# @!method CreatePhysicsBodyCircle(pos, radius, density)
|
226
|
+
# CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
|
227
|
+
# @param pos [Vector2]
|
228
|
+
# @param radius [float]
|
229
|
+
# @param density [float]
|
230
|
+
# @return [PhysicsBody]
|
231
|
+
[:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
|
232
|
+
|
233
|
+
# @!method CreatePhysicsBodyRectangle(pos, width, height, density)
|
234
|
+
# CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
|
235
|
+
# @param pos [Vector2]
|
236
|
+
# @param width [float]
|
237
|
+
# @param height [float]
|
238
|
+
# @param density [float]
|
239
|
+
# @return [PhysicsBody]
|
240
|
+
[:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
|
241
|
+
|
242
|
+
# @!method CreatePhysicsBodyPolygon(pos, radius, sides, density)
|
243
|
+
# CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
|
244
|
+
# @param pos [Vector2]
|
245
|
+
# @param radius [float]
|
246
|
+
# @param sides [int]
|
247
|
+
# @param density [float]
|
248
|
+
# @return [PhysicsBody]
|
249
|
+
[:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
|
250
|
+
|
251
|
+
# @!method DestroyPhysicsBody(body)
|
252
|
+
# DestroyPhysicsBody : Destroy a physics body
|
253
|
+
# @param body [PhysicsBody]
|
254
|
+
# @return [void]
|
255
|
+
[:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
|
256
|
+
|
257
|
+
# @!method PhysicsAddForce(body, force)
|
258
|
+
# PhysicsAddForce : Adds a force to a physics body
|
259
|
+
# @param body [PhysicsBody]
|
260
|
+
# @param force [Vector2]
|
261
|
+
# @return [void]
|
262
|
+
[:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
|
263
|
+
|
264
|
+
# @!method PhysicsAddTorque(body, amount)
|
265
|
+
# PhysicsAddTorque : Adds an angular force to a physics body
|
266
|
+
# @param body [PhysicsBody]
|
267
|
+
# @param amount [float]
|
268
|
+
# @return [void]
|
269
|
+
[:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
|
270
|
+
|
271
|
+
# @!method PhysicsShatter(body, position, force)
|
272
|
+
# PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
|
273
|
+
# @param body [PhysicsBody]
|
274
|
+
# @param position [Vector2]
|
275
|
+
# @param force [float]
|
276
|
+
# @return [void]
|
277
|
+
[:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
|
278
|
+
|
279
|
+
# @!method SetPhysicsBodyRotation(body, radians)
|
280
|
+
# SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
|
281
|
+
# @param body [PhysicsBody]
|
282
|
+
# @param radians [float]
|
283
|
+
# @return [void]
|
284
|
+
[:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
|
285
|
+
|
286
|
+
# @!method GetPhysicsBody(index)
|
287
|
+
# GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
|
288
|
+
# @param index [int]
|
289
|
+
# @return [PhysicsBody]
|
290
|
+
[:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
|
291
|
+
|
292
|
+
# @!method GetPhysicsBodiesCount()
|
293
|
+
# GetPhysicsBodiesCount : Returns the current amount of created physics bodies
|
294
|
+
# @return [int]
|
295
|
+
[:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
|
296
|
+
|
297
|
+
# @!method GetPhysicsShapeType(index)
|
298
|
+
# GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
|
299
|
+
# @param index [int]
|
300
|
+
# @return [int]
|
301
|
+
[:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
|
302
|
+
|
303
|
+
# @!method GetPhysicsShapeVerticesCount(index)
|
304
|
+
# GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
|
305
|
+
# @param index [int]
|
306
|
+
# @return [int]
|
307
|
+
[:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
|
308
|
+
|
309
|
+
# @!method GetPhysicsShapeVertex(body, vertex)
|
310
|
+
# GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
|
311
|
+
# @param body [PhysicsBody]
|
312
|
+
# @param vertex [int]
|
313
|
+
# @return [Vector2]
|
314
|
+
[:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
|
315
|
+
]
|
316
|
+
entries.each do |entry|
|
317
|
+
attach_function entry[0], entry[1], entry[2], entry[3]
|
318
|
+
rescue FFI::NotFoundError => e
|
319
|
+
warn "[Warning] Failed to import #{entry[0]} (#{e})."
|
320
|
+
end
|
321
|
+
end
|
322
|
+
end
|
Binary file
|