package tiny_libs
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From-scratch libraries for teaching: graphics, audio, compression, crypto, networking and more
Install
dune-project
Dependency
Authors
Maintainers
Sources
0.3.6.tar.gz
md5=7c636383d146d30ac6f2fa234a6253c8
sha512=c79f3823c5f8f57e5038eb640d487c61168b84aa07c61999d6622ef9fd0c890e2b03b4c6a7cdbbe9352a49e25dda00ac7bb14693cee8e3d7beeed251351a2af0
doc/src/tiny_libs.physics_3d/Body3d.ml.html
Source file Body3d.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(* 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. *) (* See Body3d.mli *) type t = { pos : Vec3.t; vel : Vec3.t; orientation : Quat.t; spin : Vec3.t; mass : float; inertia : Mat3.t; inv_inertia : Mat3.t; } let never_turns = Mat3.diagonal infinity infinity infinity (* claude: a diagonal tensor is inverted entry by entry, where an * infinite axis gives 1/infinity = 0 ("no impulse can spin it about * this one"); anything else goes through the general inverse, and a * singular tensor means the same thing *) let inverse_inertia (i : Mat3.t) : Mat3.t = let diagonal = i.Mat3.m01 = 0. && i.Mat3.m02 = 0. && i.Mat3.m10 = 0. && i.Mat3.m12 = 0. && i.Mat3.m20 = 0. && i.Mat3.m21 = 0. in if diagonal then Mat3.inverse_diagonal i else match Mat3.inverse i with Some m -> m | None -> Mat3.zero let with_inertia i b = { b with inertia = i; inv_inertia = inverse_inertia i } let make ?(vel = (0., 0., 0.)) ?(orientation = Quat.identity) ?(spin = (0., 0., 0.)) ?(mass = 1.) ?(inertia = never_turns) pos = { pos; vel; orientation; spin; mass; inertia; inv_inertia = inverse_inertia inertia } let inertia_world b = Mat3.conjugate (Quat.to_mat3 b.orientation) b.inertia let inv_inertia_world b = Mat3.conjugate (Quat.to_mat3 b.orientation) b.inv_inertia let point_velocity b r = Vec3.add b.vel (Vec3.cross b.spin r) let box ~mass (w, h, d) = let m = mass /. 12. in Mat3.diagonal (m *. ((h *. h) +. (d *. d))) (m *. ((w *. w) +. (d *. d))) (m *. ((w *. w) +. (h *. h))) let solid_sphere ~mass ~radius = let i = 0.4 *. mass *. radius *. radius in Mat3.diagonal i i i (* i + m (|r|^2 E - r r^T) *) let shifted ~mass ((rx, ry, rz) as r) i = let r2 = Vec3.dot r r in let outer = Mat3.of_rows (rx *. rx, rx *. ry, rx *. rz) (ry *. rx, ry *. ry, ry *. rz) (rz *. rx, rz *. ry, rz *. rz) in Mat3.add i (Mat3.scale mass (Mat3.add (Mat3.scale r2 Mat3.identity) (Mat3.scale (-1.) outer)))
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