lovr/src/physics/physics.c

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#include "physics.h"
#include "math/quat.h"
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#include <stdlib.h>
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static void defaultNearCallback(void* data, dGeomID a, dGeomID b) {
lovrWorldCollide((World*) data, dGeomGetData(a), dGeomGetData(b));
}
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static void customNearCallback(void* data, dGeomID shapeA, dGeomID shapeB) {
World* world = data;
vec_push(&world->overlaps, dGeomGetData(shapeA));
vec_push(&world->overlaps, dGeomGetData(shapeB));
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}
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void lovrPhysicsInit() {
dInitODE();
if (!dCheckConfiguration("ODE_single_precision")) {
error("lovr.physics must use single precision");
}
atexit(lovrPhysicsDestroy);
}
void lovrPhysicsDestroy() {
dCloseODE();
}
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World* lovrWorldCreate() {
World* world = lovrAlloc(sizeof(World), lovrWorldDestroy);
if (!world) return NULL;
world->id = dWorldCreate();
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world->space = dHashSpaceCreate(0);
dHashSpaceSetLevels(world->space, -4, 8);
world->contactGroup = dJointGroupCreate(0);
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vec_init(&world->overlaps);
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return world;
}
void lovrWorldDestroy(const Ref* ref) {
World* world = containerof(ref, World);
dWorldDestroy(world->id);
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vec_deinit(&world->overlaps);
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free(world);
}
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void lovrWorldGetGravity(World* world, float* x, float* y, float* z) {
dReal gravity[3];
dWorldGetGravity(world->id, gravity);
*x = gravity[0];
*y = gravity[1];
*z = gravity[2];
}
void lovrWorldSetGravity(World* world, float x, float y, float z) {
dWorldSetGravity(world->id, x, y, z);
}
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void lovrWorldGetLinearDamping(World* world, float* damping, float* threshold) {
*damping = dWorldGetLinearDamping(world->id);
*threshold = dWorldGetLinearDampingThreshold(world->id);
}
void lovrWorldSetLinearDamping(World* world, float damping, float threshold) {
dWorldSetLinearDamping(world->id, damping);
dWorldSetLinearDampingThreshold(world->id, threshold);
}
void lovrWorldGetAngularDamping(World* world, float* damping, float* threshold) {
*damping = dWorldGetAngularDamping(world->id);
*threshold = dWorldGetAngularDampingThreshold(world->id);
}
void lovrWorldSetAngularDamping(World* world, float damping, float threshold) {
dWorldSetAngularDamping(world->id, damping);
dWorldSetAngularDampingThreshold(world->id, threshold);
}
int lovrWorldIsSleepingAllowed(World* world) {
return dWorldGetAutoDisableFlag(world->id);
}
void lovrWorldSetSleepingAllowed(World* world, int allowed) {
dWorldSetAutoDisableFlag(world->id, allowed);
}
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void lovrWorldUpdate(World* world, float dt, CollisionResolver resolver, void* userdata) {
if (resolver) {
resolver(world, userdata);
} else {
dSpaceCollide(world->space, world, defaultNearCallback);
}
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dWorldQuickStep(world->id, dt);
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dJointGroupEmpty(world->contactGroup);
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}
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void lovrWorldComputeOverlaps(World* world) {
vec_clear(&world->overlaps);
dSpaceCollide(world->space, world, customNearCallback);
}
int lovrWorldGetNextOverlap(World* world, Shape** a, Shape** b) {
if (world->overlaps.length == 0) {
*a = *b = NULL;
return 0;
}
*a = vec_pop(&world->overlaps);
*b = vec_pop(&world->overlaps);
return 1;
}
int lovrWorldCollide(World* world, Shape* a, Shape* b) {
if (!a || !b) {
return 0;
}
dContact contacts[MAX_CONTACTS];
for (int i = 0; i < MAX_CONTACTS; i++) {
contacts[i].surface.mode = 0;
contacts[i].surface.mu = dInfinity;
}
int contactCount = dCollide(a->id, b->id, MAX_CONTACTS, &contacts[0].geom, sizeof(dContact));
for (int i = 0; i < contactCount; i++) {
dJointID joint = dJointCreateContact(world->id, world->contactGroup, &contacts[i]);
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dJointAttach(joint, a->collider->body, b->collider->body);
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}
return contactCount;
}
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Collider* lovrColliderCreate(World* world) {
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if (!world) {
error("No world specified");
}
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Collider* collider = lovrAlloc(sizeof(Collider), lovrColliderDestroy);
if (!collider) return NULL;
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collider->body = dBodyCreate(world->id);
collider->world = world;
dBodySetData(collider->body, collider);
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return collider;
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}
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void lovrColliderDestroy(const Ref* ref) {
Collider* collider = containerof(ref, Collider);
dBodyDestroy(collider->body);
free(collider);
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}
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World* lovrColliderGetWorld(Collider* collider) {
return collider->world;
}
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void lovrColliderAddShape(Collider* collider, Shape* shape) {
shape->collider = collider;
dGeomSetBody(shape->id, collider->body);
dSpaceID oldSpace = dGeomGetSpace(shape->id);
dSpaceID newSpace = collider->world->space;
if (oldSpace && oldSpace != newSpace) {
dSpaceRemove(oldSpace, shape->id);
}
dSpaceAdd(newSpace, shape->id);
}
void lovrColliderRemoveShape(Collider* collider, Shape* shape) {
if (shape->collider == collider) {
dSpaceRemove(collider->world->space, shape->id);
dGeomSetBody(shape->id, 0);
}
}
void* lovrColliderGetUserData(Collider* collider) {
return collider->userdata;
}
void lovrColliderSetUserData(Collider* collider, void* data) {
collider->userdata = data;
}
int lovrColliderIsKinematic(Collider* collider) {
return dBodyIsKinematic(collider->body);
}
void lovrColliderSetKinematic(Collider* collider, int kinematic) {
if (kinematic) {
dBodySetKinematic(collider->body);
} else {
dBodySetDynamic(collider->body);
}
}
int lovrColliderIsGravityIgnored(Collider* collider) {
return !dBodyGetGravityMode(collider->body);
}
void lovrColliderSetGravityIgnored(Collider* collider, int ignored) {
dBodySetGravityMode(collider->body, !ignored);
}
int lovrColliderIsSleepingAllowed(Collider* collider) {
return dBodyGetAutoDisableFlag(collider->body);
}
void lovrColliderSetSleepingAllowed(Collider* collider, int allowed) {
dBodySetAutoDisableFlag(collider->body, allowed);
}
int lovrColliderIsAwake(Collider* collider) {
return dBodyIsEnabled(collider->body);
}
void lovrColliderSetAwake(Collider* collider, int awake) {
if (awake) {
dBodyEnable(collider->body);
} else {
dBodyDisable(collider->body);
}
}
float lovrColliderGetMass(Collider* collider) {
dMass m;
dBodyGetMass(collider->body, &m);
return m.mass;
}
void lovrColliderSetMass(Collider* collider, float mass) {
dMass m;
dBodyGetMass(collider->body, &m);
dMassAdjust(&m, mass);
dBodySetMass(collider->body, &m);
}
void lovrColliderGetMassData(Collider* collider, float* cx, float* cy, float* cz, float* mass, float inertia[6]) {
dMass m;
dBodyGetMass(collider->body, &m);
*cx = m.c[0];
*cy = m.c[1];
*cz = m.c[2];
*mass = m.mass;
// Diagonal
inertia[0] = m.I[0];
inertia[1] = m.I[5];
inertia[2] = m.I[10];
// Lower triangular
inertia[3] = m.I[4];
inertia[4] = m.I[8];
inertia[5] = m.I[9];
}
void lovrColliderSetMassData(Collider* collider, float cx, float cy, float cz, float mass, float inertia[]) {
dMass m;
dBodyGetMass(collider->body, &m);
dMassSetParameters(&m, mass, cx, cy, cz, inertia[0], inertia[1], inertia[2], inertia[3], inertia[4], inertia[5]);
dBodySetMass(collider->body, &m);
}
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void lovrColliderGetPosition(Collider* collider, float* x, float* y, float* z) {
const dReal* position = dBodyGetPosition(collider->body);
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*x = position[0];
*y = position[1];
*z = position[2];
}
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void lovrColliderSetPosition(Collider* collider, float x, float y, float z) {
dBodySetPosition(collider->body, x, y, z);
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}
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void lovrColliderGetOrientation(Collider* collider, float* angle, float* x, float* y, float* z) {
const dReal* q = dBodyGetQuaternion(collider->body);
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float quaternion[4] = { q[1], q[2], q[3], q[0] };
quat_getAngleAxis(quaternion, angle, x, y, z);
}
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void lovrColliderSetOrientation(Collider* collider, float angle, float x, float y, float z) {
float quaternion[4];
float axis[3] = { x, y, z };
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quat_fromAngleAxis(quaternion, angle, axis);
float q[4] = { quaternion[3], quaternion[0], quaternion[1], quaternion[2] };
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dBodySetQuaternion(collider->body, q);
}
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void lovrColliderGetLinearVelocity(Collider* collider, float* x, float* y, float* z) {
const dReal* velocity = dBodyGetLinearVel(collider->body);
*x = velocity[0];
*y = velocity[1];
*z = velocity[2];
}
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void lovrColliderSetLinearVelocity(Collider* collider, float x, float y, float z) {
dBodySetLinearVel(collider->body, x, y, z);
}
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void lovrColliderGetAngularVelocity(Collider* collider, float* x, float* y, float* z) {
const dReal* velocity = dBodyGetAngularVel(collider->body);
*x = velocity[0];
*y = velocity[1];
*z = velocity[2];
}
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void lovrColliderSetAngularVelocity(Collider* collider, float x, float y, float z) {
dBodySetAngularVel(collider->body, x, y, z);
}
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void lovrColliderGetLinearDamping(Collider* collider, float* damping, float* threshold) {
*damping = dBodyGetLinearDamping(collider->body);
*threshold = dBodyGetLinearDampingThreshold(collider->body);
}
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void lovrColliderSetLinearDamping(Collider* collider, float damping, float threshold) {
dBodySetLinearDamping(collider->body, damping);
dBodySetLinearDampingThreshold(collider->body, threshold);
}
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void lovrColliderGetAngularDamping(Collider* collider, float* damping, float* threshold) {
*damping = dBodyGetAngularDamping(collider->body);
*threshold = dBodyGetAngularDampingThreshold(collider->body);
}
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void lovrColliderSetAngularDamping(Collider* collider, float damping, float threshold) {
dBodySetAngularDamping(collider->body, damping);
dBodySetAngularDampingThreshold(collider->body, threshold);
}
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void lovrColliderApplyForce(Collider* collider, float x, float y, float z) {
dBodyAddForce(collider->body, x, y, z);
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}
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void lovrColliderApplyForceAtPosition(Collider* collider, float x, float y, float z, float cx, float cy, float cz) {
dBodyAddForceAtPos(collider->body, x, y, z, cx, cy, cz);
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}
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void lovrColliderApplyTorque(Collider* collider, float x, float y, float z) {
dBodyAddTorque(collider->body, x, y, z);
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}
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void lovrColliderGetLocalCenter(Collider* collider, float* x, float* y, float* z) {
dMass m;
dBodyGetMass(collider->body, &m);
*x = m.c[0];
*y = m.c[1];
*z = m.c[2];
}
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void lovrColliderGetLocalPoint(Collider* collider, float wx, float wy, float wz, float* x, float* y, float* z) {
dReal local[3];
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dBodyGetPosRelPoint(collider->body, wx, wy, wz, local);
*x = local[0];
*y = local[1];
*z = local[2];
}
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void lovrColliderGetWorldPoint(Collider* collider, float x, float y, float z, float* wx, float* wy, float* wz) {
dReal world[3];
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dBodyGetRelPointPos(collider->body, x, y, z, world);
*wx = world[0];
*wy = world[1];
*wz = world[2];
}
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void lovrColliderGetLocalVector(Collider* collider, float wx, float wy, float wz, float* x, float* y, float* z) {
dReal local[3];
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dBodyVectorFromWorld(collider->body, wx, wy, wz, local);
*x = local[0];
*y = local[1];
*z = local[2];
}
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void lovrColliderGetWorldVector(Collider* collider, float x, float y, float z, float* wx, float* wy, float* wz) {
dReal world[3];
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dBodyVectorToWorld(collider->body, x, y, z, world);
*wx = world[0];
*wy = world[1];
*wz = world[2];
}
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void lovrColliderGetLinearVelocityFromLocalPoint(Collider* collider, float x, float y, float z, float* vx, float* vy, float* vz) {
dReal velocity[3];
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dBodyGetRelPointVel(collider->body, x, y, z, velocity);
*vx = velocity[0];
*vy = velocity[1];
*vz = velocity[2];
}
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void lovrColliderGetLinearVelocityFromWorldPoint(Collider* collider, float wx, float wy, float wz, float* vx, float* vy, float* vz) {
dReal velocity[3];
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dBodyGetPointVel(collider->body, wx, wy, wz, velocity);
*vx = velocity[0];
*vy = velocity[1];
*vz = velocity[2];
}
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void lovrShapeDestroy(const Ref* ref) {
Shape* shape = containerof(ref, Shape);
dGeomDestroy(shape->id);
free(shape);
}
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ShapeType lovrShapeGetType(Shape* shape) {
return shape->type;
}
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Collider* lovrShapeGetCollider(Shape* shape) {
return shape->collider;
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}
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int lovrShapeIsEnabled(Shape* shape) {
return dGeomIsEnabled(shape->id);
}
void lovrShapeSetEnabled(Shape* shape, int enabled) {
if (enabled) {
dGeomEnable(shape->id);
} else {
dGeomDisable(shape->id);
}
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}
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void* lovrShapeGetUserData(Shape* shape) {
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return shape->userdata;
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}
void lovrShapeSetUserData(Shape* shape, void* data) {
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shape->userdata = data;
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}
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void lovrShapeGetPosition(Shape* shape, float* x, float* y, float* z) {
const dReal* position = dGeomGetOffsetPosition(shape->id);
*x = position[0];
*y = position[1];
*z = position[2];
}
void lovrShapeSetPosition(Shape* shape, float x, float y, float z) {
dGeomSetOffsetPosition(shape->id, x, y, z);
}
void lovrShapeGetOrientation(Shape* shape, float* angle, float* x, float* y, float* z) {
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dReal q[4];
dGeomGetOffsetQuaternion(shape->id, q);
float quaternion[4] = { q[1], q[2], q[3], q[0] };
quat_getAngleAxis(quaternion, angle, x, y, z);
}
void lovrShapeSetOrientation(Shape* shape, float angle, float x, float y, float z) {
float quaternion[4];
float axis[3] = { x, y, z };
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quat_fromAngleAxis(quaternion, angle, axis);
float q[4] = { quaternion[3], quaternion[0], quaternion[1], quaternion[2] };
dGeomSetOffsetQuaternion(shape->id, q);
}
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uint32_t lovrShapeGetCategory(Shape* shape) {
return dGeomGetCategoryBits(shape->id);
}
void lovrShapeSetCategory(Shape* shape, uint32_t category) {
dGeomSetCategoryBits(shape->id, category);
}
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uint32_t lovrShapeGetMask(Shape* shape) {
return dGeomGetCollideBits(shape->id);
}
void lovrShapeSetMask(Shape* shape, uint32_t mask) {
dGeomSetCollideBits(shape->id, mask);
}
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void lovrShapeComputeMass(Shape* shape, float density, float* cx, float* cy, float* cz, float* mass, float inertia[6]) {
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dMass m;
dMassSetZero(&m);
switch (shape->type) {
case SHAPE_SPHERE: {
dMassSetSphere(&m, density, dGeomSphereGetRadius(shape->id));
break;
}
case SHAPE_BOX: {
dReal lengths[3];
dGeomBoxGetLengths(shape->id, lengths);
dMassSetBox(&m, density, lengths[0], lengths[1], lengths[2]);
break;
}
case SHAPE_CAPSULE: {
dReal radius, length;
dGeomCapsuleGetParams(shape->id, &radius, &length);
dMassSetCapsule(&m, density, 3, radius, length);
break;
}
case SHAPE_CYLINDER: {
dReal radius, length;
dGeomCylinderGetParams(shape->id, &radius, &length);
dMassSetCylinder(&m, density, 3, radius, length);
break;
}
}
const dReal* position = dGeomGetOffsetPosition(shape->id);
dMassTranslate(&m, position[0], position[1], position[2]);
const dReal* rotation = dGeomGetOffsetRotation(shape->id);
dMassRotate(&m, rotation);
*cx = m.c[0];
*cy = m.c[1];
*cz = m.c[2];
*mass = m.mass;
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// Diagonal
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inertia[0] = m.I[0];
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inertia[1] = m.I[5];
inertia[2] = m.I[10];
// Lower triangular
inertia[3] = m.I[4];
inertia[4] = m.I[8];
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inertia[5] = m.I[9];
}
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SphereShape* lovrSphereShapeCreate(float radius) {
SphereShape* sphere = lovrAlloc(sizeof(SphereShape), lovrShapeDestroy);
if (!sphere) return NULL;
sphere->type = SHAPE_SPHERE;
sphere->id = dCreateSphere(0, radius);
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dGeomSetData(sphere->id, sphere);
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return sphere;
}
float lovrSphereShapeGetRadius(SphereShape* sphere) {
return dGeomSphereGetRadius(sphere->id);
}
void lovrSphereShapeSetRadius(SphereShape* sphere, float radius) {
dGeomSphereSetRadius(sphere->id, radius);
}
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BoxShape* lovrBoxShapeCreate(float x, float y, float z) {
BoxShape* box = lovrAlloc(sizeof(BoxShape), lovrShapeDestroy);
if (!box) return NULL;
box->type = SHAPE_BOX;
box->id = dCreateBox(0, x, y, z);
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dGeomSetData(box->id, box);
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return box;
}
void lovrBoxShapeGetDimensions(BoxShape* box, float* x, float* y, float* z) {
float dimensions[3];
dGeomBoxGetLengths(box->id, dimensions);
*x = dimensions[0];
*y = dimensions[1];
*z = dimensions[2];
}
void lovrBoxShapeSetDimensions(BoxShape* box, float x, float y, float z) {
dGeomBoxSetLengths(box->id, x, y, z);
}
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CapsuleShape* lovrCapsuleShapeCreate(float radius, float length) {
CapsuleShape* capsule = lovrAlloc(sizeof(CapsuleShape), lovrShapeDestroy);
if (!capsule) return NULL;
capsule->type = SHAPE_CAPSULE;
capsule->id = dCreateCapsule(0, radius, length);
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dGeomSetData(capsule->id, capsule);
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return capsule;
}
float lovrCapsuleShapeGetRadius(CapsuleShape* capsule) {
float radius, length;
dGeomCapsuleGetParams(capsule->id, &radius, &length);
return radius;
}
void lovrCapsuleShapeSetRadius(CapsuleShape* capsule, float radius) {
dGeomCapsuleSetParams(capsule->id, radius, lovrCapsuleShapeGetLength(capsule));
}
float lovrCapsuleShapeGetLength(CapsuleShape* capsule) {
float radius, length;
dGeomCapsuleGetParams(capsule->id, &radius, &length);
return length;
}
void lovrCapsuleShapeSetLength(CapsuleShape* capsule, float length) {
dGeomCapsuleSetParams(capsule->id, lovrCapsuleShapeGetRadius(capsule), length);
}
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CylinderShape* lovrCylinderShapeCreate(float radius, float length) {
CylinderShape* cylinder = lovrAlloc(sizeof(CylinderShape), lovrShapeDestroy);
if (!cylinder) return NULL;
cylinder->type = SHAPE_CYLINDER;
cylinder->id = dCreateCylinder(0, radius, length);
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dGeomSetData(cylinder->id, cylinder);
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return cylinder;
}
float lovrCylinderShapeGetRadius(CylinderShape* cylinder) {
float radius, length;
dGeomCylinderGetParams(cylinder->id, &radius, &length);
return radius;
}
void lovrCylinderShapeSetRadius(CylinderShape* cylinder, float radius) {
dGeomCylinderSetParams(cylinder->id, radius, lovrCylinderShapeGetLength(cylinder));
}
float lovrCylinderShapeGetLength(CylinderShape* cylinder) {
float radius, length;
dGeomCylinderGetParams(cylinder->id, &radius, &length);
return length;
}
void lovrCylinderShapeSetLength(CylinderShape* cylinder, float length) {
dGeomCylinderSetParams(cylinder->id, lovrCylinderShapeGetRadius(cylinder), length);
}