raylib-bindings 0.5.8pre1-x86_64-linux → 0.6.0-x86_64-linux
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- checksums.yaml +4 -4
- data/ChangeLog +403 -399
- data/LICENSE.txt +0 -0
- data/README.md +176 -176
- data/examples/template.rb +143 -143
- data/lib/config.rb +103 -103
- data/lib/libraylib.x86_64.so +0 -0
- data/lib/physac.rb +322 -322
- data/lib/physac.x86_64.so +0 -0
- data/lib/raygui.x86_64.so +0 -0
- data/lib/raygui_helper.rb +127 -127
- data/lib/raygui_main.rb +890 -890
- data/lib/raylib.rb +62 -62
- data/lib/raylib_helper.rb +400 -400
- data/lib/raylib_main.rb +5088 -5088
- data/lib/raymath.rb +845 -845
- data/lib/rcamera.rb +117 -117
- data/lib/rlgl.rb +1311 -1311
- metadata +5 -5
data/lib/physac.rb
CHANGED
@@ -1,322 +1,322 @@
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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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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]
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def m10=(v) self[:m10] = v end
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def m11 = self[:m11]
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def m11=(v) self[:m11] = v end
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end
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class PhysicsVertexData < FFI::Struct
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layout(
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:vertexCount, :uint, # Vertex count (positions and normals)
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:positions, [Vector2, 24], # Vertex positions vectors
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:normals, [Vector2, 24], # Vertex normals vectors
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)
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def vertexCount = self[:vertexCount]
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def vertexCount=(v) self[:vertexCount] = v end
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def positions = self[:positions]
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def positions=(v) self[:positions] = v end
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def normals = self[:normals]
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def normals=(v) self[:normals] = v end
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end
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class PhysicsShape < FFI::Struct
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layout(
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:type, :int, # Shape type (circle or polygon)
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:body, :pointer, # Shape physics body data pointer
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:vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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:radius, :float, # Shape radius (used for circle shapes)
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:transform, Matrix2x2, # Vertices transform matrix 2x2
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)
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def type = self[:type]
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def type=(v) self[:type] = v end
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def body = self[:body]
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def body=(v) self[:body] = v end
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def vertexData = self[:vertexData]
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def vertexData=(v) self[:vertexData] = v end
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def radius = self[:radius]
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def radius=(v) self[:radius] = v end
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def transform = self[:transform]
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def transform=(v) self[:transform] = v end
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end
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class PhysicsBodyData < FFI::Struct
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layout(
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:id, :uint, # Unique identifier
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:enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
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:position, Vector2, # Physics body shape pivot
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:velocity, Vector2, # Current linear velocity applied to position
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:force, Vector2, # Current linear force (reset to 0 every step)
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:angularVelocity, :float, # Current angular velocity applied to orient
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:torque, :float, # Current angular force (reset to 0 every step)
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:orient, :float, # Rotation in radians
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:inertia, :float, # Moment of inertia
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:inverseInertia, :float, # Inverse value of inertia
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:mass, :float, # Physics body mass
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:inverseMass, :float, # Inverse value of mass
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:staticFriction, :float, # Friction when the body has not movement (0 to 1)
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:dynamicFriction, :float, # Friction when the body has movement (0 to 1)
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:restitution, :float, # Restitution coefficient of the body (0 to 1)
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:useGravity, :bool, # Apply gravity force to dynamics
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:isGrounded, :bool, # Physics grounded on other body state
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:freezeOrient, :bool, # Physics rotation constraint
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:shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
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)
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def id = self[:id]
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def id=(v) self[:id] = v end
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def enabled = self[:enabled]
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def enabled=(v) self[:enabled] = v end
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def position = self[:position]
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def position=(v) self[:position] = v end
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def velocity = self[:velocity]
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def velocity=(v) self[:velocity] = v end
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def force = self[:force]
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def force=(v) self[:force] = v end
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def angularVelocity = self[:angularVelocity]
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def angularVelocity=(v) self[:angularVelocity] = v end
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def torque = self[:torque]
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def torque=(v) self[:torque] = v end
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def orient = self[:orient]
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def orient=(v) self[:orient] = v end
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def inertia = self[:inertia]
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def inertia=(v) self[:inertia] = v end
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def inverseInertia = self[:inverseInertia]
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def inverseInertia=(v) self[:inverseInertia] = v end
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def mass = self[:mass]
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def mass=(v) self[:mass] = v end
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def inverseMass = self[:inverseMass]
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def inverseMass=(v) self[:inverseMass] = v end
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def staticFriction = self[:staticFriction]
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def staticFriction=(v) self[:staticFriction] = v end
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def dynamicFriction = self[:dynamicFriction]
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def dynamicFriction=(v) self[:dynamicFriction] = v end
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def restitution = self[:restitution]
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def restitution=(v) self[:restitution] = v end
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def useGravity = self[:useGravity]
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def useGravity=(v) self[:useGravity] = v end
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def isGrounded = self[:isGrounded]
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def isGrounded=(v) self[:isGrounded] = v end
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def freezeOrient = self[:freezeOrient]
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def freezeOrient=(v) self[:freezeOrient] = v end
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def shape = self[:shape]
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def shape=(v) self[:shape] = v end
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end
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class PhysicsManifoldData < FFI::Struct
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layout(
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:id, :uint, # Unique identifier
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:bodyA, :pointer, # Manifold first physics body reference
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:bodyB, :pointer, # Manifold second physics body reference
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:penetration, :float, # Depth of penetration from collision
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:normal, Vector2, # Normal direction vector from 'a' to 'b'
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:contacts, [Vector2, 2], # Points of contact during collision
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:contactsCount, :uint, # Current collision number of contacts
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:restitution, :float, # Mixed restitution during collision
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:dynamicFriction, :float, # Mixed dynamic friction during collision
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:staticFriction, :float, # Mixed static friction during collision
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)
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def id = self[:id]
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def id=(v) self[:id] = v end
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def bodyA = self[:bodyA]
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def bodyA=(v) self[:bodyA] = v end
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def bodyB = self[:bodyB]
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def bodyB=(v) self[:bodyB] = v end
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def penetration = self[:penetration]
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def penetration=(v) self[:penetration] = v end
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def normal = self[:normal]
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def normal=(v) self[:normal] = v end
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def contacts = self[:contacts]
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def contacts=(v) self[:contacts] = v end
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def contactsCount = self[:contactsCount]
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def contactsCount=(v) self[:contactsCount] = v end
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def restitution = self[:restitution]
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def restitution=(v) self[:restitution] = v end
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def dynamicFriction = self[:dynamicFriction]
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def dynamicFriction=(v) self[:dynamicFriction] = v end
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def staticFriction = self[:staticFriction]
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def staticFriction=(v) self[:staticFriction] = v end
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end
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# Function
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def self.setup_physac_symbols
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entries = [
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# @!method InitPhysics()
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# InitPhysics : Initializes physics system
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# @return [void]
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[:InitPhysics, :InitPhysics, [], :void],
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# @!method UpdatePhysics()
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# UpdatePhysics : Update physics system
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# @return [void]
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[:UpdatePhysics, :UpdatePhysics, [], :void],
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# @!method ResetPhysics()
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# ResetPhysics : Reset physics system (global variables)
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# @return [void]
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[:ResetPhysics, :ResetPhysics, [], :void],
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# @!method ClosePhysics()
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# ClosePhysics : Close physics system and unload used memory
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# @return [void]
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[:ClosePhysics, :ClosePhysics, [], :void],
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# @!method SetPhysicsTimeStep(delta)
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# SetPhysicsTimeStep : Sets physics fixed time step in milliseconds. 1.666666 by default
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# @param delta [double]
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# @return [void]
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[:SetPhysicsTimeStep, :SetPhysicsTimeStep, [:double], :void],
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# @!method SetPhysicsGravity(x, y)
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# SetPhysicsGravity : Sets physics global gravity force
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# @param x [float]
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# @param y [float]
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# @return [void]
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[:SetPhysicsGravity, :SetPhysicsGravity, [:float, :float], :void],
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# @!method CreatePhysicsBodyCircle(pos, radius, density)
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# CreatePhysicsBodyCircle : Creates a new circle physics body with generic parameters
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# @param pos [Vector2]
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# @param radius [float]
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# @param density [float]
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# @return [PhysicsBody]
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[:CreatePhysicsBodyCircle, :CreatePhysicsBodyCircle, [Vector2.by_value, :float, :float], :pointer],
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# @!method CreatePhysicsBodyRectangle(pos, width, height, density)
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# CreatePhysicsBodyRectangle : Creates a new rectangle physics body with generic parameters
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# @param pos [Vector2]
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# @param width [float]
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# @param height [float]
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# @param density [float]
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# @return [PhysicsBody]
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[:CreatePhysicsBodyRectangle, :CreatePhysicsBodyRectangle, [Vector2.by_value, :float, :float, :float], :pointer],
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# @!method CreatePhysicsBodyPolygon(pos, radius, sides, density)
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# CreatePhysicsBodyPolygon : Creates a new polygon physics body with generic parameters
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# @param pos [Vector2]
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# @param radius [float]
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# @param sides [int]
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# @param density [float]
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# @return [PhysicsBody]
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[:CreatePhysicsBodyPolygon, :CreatePhysicsBodyPolygon, [Vector2.by_value, :float, :int, :float], :pointer],
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# @!method DestroyPhysicsBody(body)
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# DestroyPhysicsBody : Destroy a physics body
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# @param body [PhysicsBody]
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# @return [void]
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[:DestroyPhysicsBody, :DestroyPhysicsBody, [:pointer], :void],
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# @!method PhysicsAddForce(body, force)
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# PhysicsAddForce : Adds a force to a physics body
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# @param body [PhysicsBody]
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# @param force [Vector2]
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# @return [void]
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[:PhysicsAddForce, :PhysicsAddForce, [:pointer, Vector2.by_value], :void],
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# @!method PhysicsAddTorque(body, amount)
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# PhysicsAddTorque : Adds an angular force to a physics body
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# @param body [PhysicsBody]
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# @param amount [float]
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# @return [void]
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[:PhysicsAddTorque, :PhysicsAddTorque, [:pointer, :float], :void],
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# @!method PhysicsShatter(body, position, force)
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# PhysicsShatter : Shatters a polygon shape physics body to little physics bodies with explosion force
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# @param body [PhysicsBody]
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# @param position [Vector2]
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# @param force [float]
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# @return [void]
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[:PhysicsShatter, :PhysicsShatter, [:pointer, Vector2.by_value, :float], :void],
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# @!method SetPhysicsBodyRotation(body, radians)
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# SetPhysicsBodyRotation : Sets physics body shape transform based on radians parameter
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# @param body [PhysicsBody]
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# @param radians [float]
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# @return [void]
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[:SetPhysicsBodyRotation, :SetPhysicsBodyRotation, [:pointer, :float], :void],
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# @!method GetPhysicsBody(index)
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# GetPhysicsBody : Returns a physics body of the bodies pool at a specific index
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# @param index [int]
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# @return [PhysicsBody]
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[:GetPhysicsBody, :GetPhysicsBody, [:int], :pointer],
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# @!method GetPhysicsBodiesCount()
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# GetPhysicsBodiesCount : Returns the current amount of created physics bodies
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# @return [int]
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[:GetPhysicsBodiesCount, :GetPhysicsBodiesCount, [], :int],
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# @!method GetPhysicsShapeType(index)
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# GetPhysicsShapeType : Returns the physics body shape type (PHYSICS_CIRCLE or PHYSICS_POLYGON)
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# @param index [int]
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# @return [int]
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[:GetPhysicsShapeType, :GetPhysicsShapeType, [:int], :int],
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# @!method GetPhysicsShapeVerticesCount(index)
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# GetPhysicsShapeVerticesCount : Returns the amount of vertices of a physics body shape
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# @param index [int]
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# @return [int]
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[:GetPhysicsShapeVerticesCount, :GetPhysicsShapeVerticesCount, [:int], :int],
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# @!method GetPhysicsShapeVertex(body, vertex)
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# GetPhysicsShapeVertex : Returns transformed position of a body shape (body position + vertex transformed position)
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# @param body [PhysicsBody]
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# @param vertex [int]
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# @return [Vector2]
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[:GetPhysicsShapeVertex, :GetPhysicsShapeVertex, [:pointer, :int], Vector2.by_value],
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]
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entries.each do |entry|
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attach_function entry[0], entry[1], entry[2], entry[3]
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rescue FFI::NotFoundError => e
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warn "[Warning] Failed to import #{entry[0]} (#{e})."
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end
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end
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end
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1
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# Yet another raylib wrapper for Ruby
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2
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#
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3
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# * https://github.com/vaiorabbit/raylib-bindings
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4
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#
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# [NOTICE] Autogenerated. Do not edit.
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require 'ffi'
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8
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+
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9
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+
module Raylib
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10
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extend FFI::Library
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11
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+
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12
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# Define/Macro
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13
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14
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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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22
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# Enum
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24
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# enum PhysicsShapeType
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PHYSICS_CIRCLE = 0
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PHYSICS_POLYGON = 1
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27
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28
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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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35
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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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39
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layout(
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40
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:m00, :float,
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41
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:m01, :float,
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42
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:m10, :float,
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43
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:m11, :float,
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44
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)
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45
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def m00 = self[:m00]
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46
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def m00=(v) self[:m00] = v end
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47
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+
def m01 = self[:m01]
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48
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+
def m01=(v) self[:m01] = v end
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49
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def m10 = self[:m10]
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50
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def m10=(v) self[:m10] = v end
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51
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def m11 = self[:m11]
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52
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def m11=(v) self[:m11] = v end
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53
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+
end
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54
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+
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55
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class PhysicsVertexData < FFI::Struct
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layout(
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57
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:vertexCount, :uint, # Vertex count (positions and normals)
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58
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:positions, [Vector2, 24], # Vertex positions vectors
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59
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:normals, [Vector2, 24], # Vertex normals vectors
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60
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)
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61
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def vertexCount = self[:vertexCount]
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62
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def vertexCount=(v) self[:vertexCount] = v end
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63
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def positions = self[:positions]
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64
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def positions=(v) self[:positions] = v end
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65
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def normals = self[:normals]
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66
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def normals=(v) self[:normals] = v end
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67
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end
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68
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+
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69
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class PhysicsShape < FFI::Struct
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70
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layout(
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71
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:type, :int, # Shape type (circle or polygon)
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72
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:body, :pointer, # Shape physics body data pointer
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:vertexData, PhysicsVertexData, # Shape vertices data (used for polygon shapes)
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74
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:radius, :float, # Shape radius (used for circle shapes)
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75
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:transform, Matrix2x2, # Vertices transform matrix 2x2
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76
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+
)
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77
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def type = self[:type]
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78
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def type=(v) self[:type] = v end
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79
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+
def body = self[:body]
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80
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+
def body=(v) self[:body] = v end
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81
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def vertexData = self[:vertexData]
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82
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+
def vertexData=(v) self[:vertexData] = v end
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83
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def radius = self[:radius]
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84
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def radius=(v) self[:radius] = v end
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85
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def transform = self[:transform]
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86
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+
def transform=(v) self[:transform] = v end
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87
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+
end
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88
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+
|
89
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class PhysicsBodyData < FFI::Struct
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90
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+
layout(
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91
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+
:id, :uint, # Unique identifier
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92
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:enabled, :bool, # Enabled dynamics state (collisions are calculated anyway)
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93
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:position, Vector2, # Physics body shape pivot
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94
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:velocity, Vector2, # Current linear velocity applied to position
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95
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:force, Vector2, # Current linear force (reset to 0 every step)
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96
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:angularVelocity, :float, # Current angular velocity applied to orient
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:torque, :float, # Current angular force (reset to 0 every step)
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98
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:orient, :float, # Rotation in radians
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:inertia, :float, # Moment of inertia
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:inverseInertia, :float, # Inverse value of inertia
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:mass, :float, # Physics body mass
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:inverseMass, :float, # Inverse value of mass
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:staticFriction, :float, # Friction when the body has not movement (0 to 1)
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104
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:dynamicFriction, :float, # Friction when the body has movement (0 to 1)
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105
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:restitution, :float, # Restitution coefficient of the body (0 to 1)
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106
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+
:useGravity, :bool, # Apply gravity force to dynamics
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107
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:isGrounded, :bool, # Physics grounded on other body state
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108
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+
:freezeOrient, :bool, # Physics rotation constraint
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109
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+
:shape, PhysicsShape, # Physics body shape information (type, radius, vertices, transform)
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110
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+
)
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111
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+
def id = self[:id]
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112
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def id=(v) self[:id] = v end
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113
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+
def enabled = self[:enabled]
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114
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+
def enabled=(v) self[:enabled] = v end
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115
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+
def position = self[:position]
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116
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def position=(v) self[:position] = v end
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117
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def velocity = self[:velocity]
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118
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+
def velocity=(v) self[:velocity] = v end
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119
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+
def force = self[:force]
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120
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+
def force=(v) self[:force] = v end
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121
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+
def angularVelocity = self[:angularVelocity]
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122
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def angularVelocity=(v) self[:angularVelocity] = v end
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123
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+
def torque = self[:torque]
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124
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+
def torque=(v) self[:torque] = v end
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125
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+
def orient = self[:orient]
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126
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+
def orient=(v) self[:orient] = v end
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127
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+
def inertia = self[:inertia]
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128
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+
def inertia=(v) self[:inertia] = v end
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129
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+
def inverseInertia = self[:inverseInertia]
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130
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+
def inverseInertia=(v) self[:inverseInertia] = v end
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131
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+
def mass = self[:mass]
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132
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+
def mass=(v) self[:mass] = v end
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133
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+
def inverseMass = self[:inverseMass]
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134
|
+
def inverseMass=(v) self[:inverseMass] = v end
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135
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+
def staticFriction = self[:staticFriction]
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136
|
+
def staticFriction=(v) self[:staticFriction] = v end
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137
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+
def dynamicFriction = self[:dynamicFriction]
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138
|
+
def dynamicFriction=(v) self[:dynamicFriction] = v end
|
139
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+
def restitution = self[:restitution]
|
140
|
+
def restitution=(v) self[:restitution] = v end
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141
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+
def useGravity = self[:useGravity]
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142
|
+
def useGravity=(v) self[:useGravity] = v end
|
143
|
+
def isGrounded = self[:isGrounded]
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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'
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158
|
+
:contacts, [Vector2, 2], # Points of contact during collision
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159
|
+
:contactsCount, :uint, # Current collision number of contacts
|
160
|
+
:restitution, :float, # Mixed restitution during collision
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161
|
+
:dynamicFriction, :float, # Mixed dynamic friction during collision
|
162
|
+
:staticFriction, :float, # Mixed static friction during collision
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163
|
+
)
|
164
|
+
def id = self[:id]
|
165
|
+
def id=(v) self[:id] = v end
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166
|
+
def bodyA = self[:bodyA]
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167
|
+
def bodyA=(v) self[:bodyA] = v end
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168
|
+
def bodyB = self[:bodyB]
|
169
|
+
def bodyB=(v) self[:bodyB] = v end
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170
|
+
def penetration = self[:penetration]
|
171
|
+
def penetration=(v) self[:penetration] = v end
|
172
|
+
def normal = self[:normal]
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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
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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
|
data/lib/physac.x86_64.so
CHANGED
File without changes
|
data/lib/raygui.x86_64.so
CHANGED
Binary file
|