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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
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
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)))