lovr/src/physics/physics.c

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#include "physics.h"
#include "math/quat.h"
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#include <stdlib.h>
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();
return world;
}
void lovrWorldDestroy(const Ref* ref) {
World* world = containerof(ref, World);
dWorldDestroy(world->id);
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) {
dWorldQuickStep(world->id, dt);
}
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Body* lovrBodyCreate(World* world) {
if (!world) {
error("No world specified");
}
Body* body = lovrAlloc(sizeof(Body), lovrBodyDestroy);
if (!body) return NULL;
body->id = dBodyCreate(world->id);
body->world = world;
return body;
}
void lovrBodyDestroy(const Ref* ref) {
Body* body = containerof(ref, Body);
dBodyDestroy(body->id);
free(body);
}
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void lovrBodyGetPosition(Body* body, float* x, float* y, float* z) {
const dReal* position = dBodyGetPosition(body->id);
*x = position[0];
*y = position[1];
*z = position[2];
}
void lovrBodySetPosition(Body* body, float x, float y, float z) {
dBodySetPosition(body->id, x, y, z);
}
void lovrBodyGetOrientation(Body* body, float* angle, float* x, float* y, float* z) {
const dReal* q = dBodyGetQuaternion(body->id);
float quaternion[4] = { q[0], q[1], q[2], q[3] };
quat_getAngleAxis(quaternion, angle, x, y, z);
}
void lovrBodySetOrientation(Body* body, float angle, float x, float y, float z) {
float quaternion[4];
float axis[3] = { x, y, z };
dBodySetQuaternion(body->id, quat_fromAngleAxis(quaternion, angle, axis));
}
void lovrBodyGetLinearVelocity(Body* body, float* x, float* y, float* z) {
const dReal* velocity = dBodyGetLinearVel(body->id);
*x = velocity[0];
*y = velocity[1];
*z = velocity[2];
}
void lovrBodySetLinearVelocity(Body* body, float x, float y, float z) {
dBodySetLinearVel(body->id, x, y, z);
}
void lovrBodyGetAngularVelocity(Body* body, float* x, float* y, float* z) {
const dReal* velocity = dBodyGetAngularVel(body->id);
*x = velocity[0];
*y = velocity[1];
*z = velocity[2];
}
void lovrBodySetAngularVelocity(Body* body, float x, float y, float z) {
dBodySetAngularVel(body->id, x, y, z);
}
void lovrBodyGetLinearDamping(Body* body, float* damping, float* threshold) {
*damping = dBodyGetLinearDamping(body->id);
*threshold = dBodyGetLinearDampingThreshold(body->id);
}
void lovrBodySetLinearDamping(Body* body, float damping, float threshold) {
dBodySetLinearDamping(body->id, damping);
dBodySetLinearDampingThreshold(body->id, threshold);
}
void lovrBodyGetAngularDamping(Body* body, float* damping, float* threshold) {
*damping = dBodyGetAngularDamping(body->id);
*threshold = dBodyGetAngularDampingThreshold(body->id);
}
void lovrBodySetAngularDamping(Body* body, float damping, float threshold) {
dBodySetAngularDamping(body->id, damping);
dBodySetAngularDampingThreshold(body->id, threshold);
}
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void lovrBodyApplyForce(Body* body, float x, float y, float z) {
dBodyAddForce(body->id, x, y, z);
}
void lovrBodyApplyForceAtPosition(Body* body, float x, float y, float z, float cx, float cy, float cz) {
dBodyAddForceAtPos(body->id, x, y, z, cx, cy, cz);
}
void lovrBodyApplyTorque(Body* body, float x, float y, float z) {
dBodyAddTorque(body->id, x, y, z);
}
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int lovrBodyIsKinematic(Body* body) {
return dBodyIsKinematic(body->id);
}
void lovrBodySetKinematic(Body* body, int kinematic) {
if (kinematic) {
dBodySetKinematic(body->id);
} else {
dBodySetDynamic(body->id);
}
}
void lovrBodyGetLocalPoint(Body* body, float wx, float wy, float wz, float* x, float* y, float* z) {
dReal local[3];
dBodyGetPosRelPoint(body->id, wx, wy, wz, local);
*x = local[0];
*y = local[1];
*z = local[2];
}
void lovrBodyGetWorldPoint(Body* body, float x, float y, float z, float* wx, float* wy, float* wz) {
dReal world[3];
dBodyGetRelPointPos(body->id, x, y, z, world);
*wx = world[0];
*wy = world[1];
*wz = world[2];
}
void lovrBodyGetLocalVector(Body* body, float wx, float wy, float wz, float* x, float* y, float* z) {
dReal local[3];
dBodyVectorFromWorld(body->id, wx, wy, wz, local);
*x = local[0];
*y = local[1];
*z = local[2];
}
void lovrBodyGetWorldVector(Body* body, float x, float y, float z, float* wx, float* wy, float* wz) {
dReal world[3];
dBodyVectorToWorld(body->id, x, y, z, world);
*wx = world[0];
*wy = world[1];
*wz = world[2];
}
void lovrBodyGetLinearVelocityFromLocalPoint(Body* body, float x, float y, float z, float* vx, float* vy, float* vz) {
dReal velocity[3];
dBodyGetRelPointVel(body->id, x, y, z, velocity);
*vx = velocity[0];
*vy = velocity[1];
*vz = velocity[2];
}
void lovrBodyGetLinearVelocityFromWorldPoint(Body* body, float wx, float wy, float wz, float* vx, float* vy, float* vz) {
dReal velocity[3];
dBodyGetPointVel(body->id, wx, wy, wz, velocity);
*vx = velocity[0];
*vy = velocity[1];
*vz = velocity[2];
}
int lovrBodyIsSleepingAllowed(Body* body) {
return dBodyGetAutoDisableFlag(body->id);
}
void lovrBodySetSleepingAllowed(Body* body, int allowed) {
dBodySetAutoDisableFlag(body->id, allowed);
}
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int lovrBodyIsAwake(Body* body) {
return dBodyIsEnabled(body->id);
}
void lovrBodySetAwake(Body* body, int awake) {
if (awake) {
dBodyEnable(body->id);
} else {
dBodyDisable(body->id);
}
}
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void* lovrBodyGetUserData(Body* body) {
return dBodyGetData(body->id);
}
void lovrBodySetUserData(Body* body, void* data) {
dBodySetData(body->id, data);
}
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World* lovrBodyGetWorld(Body* body) {
return body->world;
}
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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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Body* lovrShapeGetBody(Shape* shape) {
return shape->body;
}
void lovrShapeSetBody(Shape* shape, Body* body) {
shape->body = body;
dGeomSetBody(shape->id, body ? body->id : 0);
}
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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) {
return dGeomGetData(shape->id);
}
void lovrShapeSetUserData(Shape* shape, void* data) {
dGeomSetData(shape->id, data);
}
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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) {
float quaternion[4];
dGeomGetOffsetQuaternion(shape->id, quaternion);
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 };
dGeomSetOffsetQuaternion(shape->id, quat_fromAngleAxis(quaternion, angle, axis));
}
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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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SphereShape* lovrSphereShapeCreate(float radius) {
SphereShape* sphere = lovrAlloc(sizeof(SphereShape), lovrShapeDestroy);
if (!sphere) return NULL;
sphere->type = SHAPE_SPHERE;
sphere->id = dCreateSphere(0, radius);
return sphere;
}
float lovrSphereShapeGetRadius(SphereShape* sphere) {
return dGeomSphereGetRadius(sphere->id);
}
void lovrSphereShapeSetRadius(SphereShape* sphere, float radius) {
dGeomSphereSetRadius(sphere->id, radius);
}