package elm_playground_gamekits
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Genre kits for Playground games: platformers, racing, shoot 'em ups, fighting and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/elm_playground_gamekits.kit_segments/Sixdof.ml.html
Source file Sixdof.ml
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65(* Claude Code * * Copyright (C) 2026 Yoann Padioleau * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public License * (LGPL) as published by the Free Software Foundation; either version * 2 of the License, or (at your option) any later version. *) type vec = float * float * float type t = { right : vec; up : vec; forward : vec } let identity : t = { right = (1., 0., 0.); up = (0., 1., 0.); forward = (0., 0., -1.) } (*****************************************************************************) (* Vectors *) (*****************************************************************************) let add (x1, y1, z1) (x2, y2, z2) : vec = (x1 +. x2, y1 +. y2, z1 +. z2) let scale k (x, y, z) : vec = (k *. x, k *. y, k *. z) let dot (x1, y1, z1) (x2, y2, z2) = (x1 *. x2) +. (y1 *. y2) +. (z1 *. z2) let cross (x1, y1, z1) (x2, y2, z2) : vec = ((y1 *. z2) -. (z1 *. y2), (z1 *. x2) -. (x1 *. z2), (x1 *. y2) -. (y1 *. x2)) let normalize (v : vec) : vec = let n = sqrt (dot v v) in if n = 0. then v else scale (1. /. n) v (*****************************************************************************) (* Turning *) (*****************************************************************************) (* [a] and [b] turned by [angle] in their own plane, [a] towards [b]: * * b a' = a cos + b sin * ^ ,a' b' = b cos - a sin * | ,' angle * +-------> a the third vector, the axis, doesn't move *) let rotate (angle : float) ((a, b) : vec * vec) : vec * vec = let c = cos (angle *. Float.pi /. 180.) and s = sin (angle *. Float.pi /. 180.) in (add (scale c a) (scale s b), add (scale c b) (scale (-.s) a)) (* the three squared up again: forward kept, right made square to it, * up made square to both *) let straighten (t : t) : t = let forward = normalize t.forward in let right = normalize (cross forward t.up) in let up = cross right forward in { right; up; forward } let turn ?(pitch = 0.) ?(yaw = 0.) ?(roll = 0.) (t : t) : t = (* pitch: forward towards up, around right *) let forward, up = rotate pitch (t.forward, t.up) in (* yaw: forward towards the left, around up *) let forward, right = rotate yaw (forward, scale (-1.) t.right) in let right = scale (-1.) right in (* roll: right towards down, around forward *) let right, up = rotate roll (right, scale (-1.) up) in straighten { right; up = scale (-1.) up; forward } let ahead (t : t) ~(from : vec) ~(distance : float) : vec = add from (scale distance t.forward) let along (t : t) ((a, b, c) : vec) : vec = add (scale a t.right) (add (scale b t.up) (scale c t.forward))
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