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1133 | with
gel.hinge_Joint,
gel. any_Joint,
gel.World,
ada.Tags,
ada.unchecked_Deallocation,
ada.unchecked_Conversion;
package body gel.Sprite
is
use ada.Tags,
linear_Algebra_3D;
procedure log (Message : in String)
-- renames ada.text_IO.put_Line;
is null;
------------------
--- Initialisation
--
procedure rebuild_Shape (Self : in out Item)
is
use type physics.Model.shape_Kind,
physics.Model.View;
the_Scale : aliased Vector_3;
begin
-- Self.Shape := Self.World.Space.new_Shape (Self.physics_Model);
-- Old
if Self.physics_Model = null then
return;
end if;
the_Scale := Self.physics_Model.Scale;
case Self.physics_Model.shape_Info.Kind
is
when physics.Model.Cube =>
Self.Shape := physics_Shape_view (Self.World.Space. new_box_Shape (Self.physics_Model.shape_Info.half_Extents));
when physics.Model.a_Sphere =>
Self.Shape := physics_Shape_view (Self.World.Space. new_sphere_Shape (Self.physics_Model.shape_Info.sphere_Radius));
when physics.Model.multi_Sphere =>
Self.Shape := physics_Shape_view (Self.World.Space.new_multisphere_Shape (Self.physics_Model.shape_Info.Sites.all,
Self.physics_Model.shape_Info.Radii.all));
when physics.Model.Cone =>
Self.Shape := physics_Shape_view (Self.World.Space. new_cone_Shape (Radius => Real (Self.physics_Model.Scale (1) / 2.0),
Height => Real (Self.physics_Model.Scale (2))));
when physics.Model.a_Capsule =>
Self.Shape := physics_Shape_view (Self.World.Space. new_capsule_Shape (Self.physics_Model.shape_Info.lower_Radius,
Self.physics_Model.shape_Info.Height));
when physics.Model.Cylinder =>
Self.Shape := physics_Shape_view (Self.World.Space. new_cylinder_Shape (Self.physics_Model.shape_Info.half_Extents));
when physics.Model.Hull =>
Self.Shape := physics_Shape_view (Self.World.Space.new_convex_hull_Shape (Self.physics_Model.shape_Info.Points.all));
when physics.Model.Mesh =>
Self.Shape := physics_Shape_view (Self.World.Space .new_mesh_Shape (Self.physics_Model.shape_Info.Model));
when physics.Model.Plane =>
Self.Shape := physics_Shape_view (Self.World.Space. new_plane_Shape (Self.physics_Model.Shape_Info.plane_Normal,
Self.physics_Model.Shape_Info.plane_Offset));
when physics.Model.Heightfield =>
Self.Shape := physics_Shape_view (Self.World.Space.new_heightfield_Shape (Self.physics_Model.shape_Info.Heights.all,
Self.physics_Model.Scale));
when physics.Model.Circle =>
Self.Shape := physics_Shape_view (Self.World.Space. new_circle_Shape (Self.physics_Model.shape_Info.circle_Radius));
when physics.Model.Polygon =>
Self.Shape := physics_Shape_view (Self.World.Space. new_polygon_Shape (physics.space.polygon_Vertices (Self.physics_Model.shape_Info.Vertices (1 .. Self.physics_Model.shape_Info.vertex_Count))));
end case;
end rebuild_Shape;
procedure rebuild_Solid (Self : in out Item; at_Site : Vector_3)
is
use Physics.Object;
begin
if Self.Solid /= null
then
raise Program_Error;
end if;
Self.Solid := physics_Object_view (Self.World.Space.new_Object (physics.Shape.view (Self.Shape),
Self.physics_Model.Mass,
Self.physics_Model.Friction,
Self.physics_Model.Restitution,
at_Site,
Self.is_Kinematic));
end rebuild_Solid;
procedure define (Self : access Item; World : in World_view;
at_Site : in Vector_3;
graphics_Model : access openGL. Model.item'Class;
physics_Model : access physics.Model.item'Class;
owns_Graphics : in Boolean;
owns_Physics : in Boolean;
is_Kinematic : in Boolean := False)
is
use type physics.Model.view;
begin
Self.Id := World.new_sprite_Id;
Self.World := World;
Self.Visual.Model_is (graphics_Model.all'unchecked_Access);
Self.physics_Model := physics.Model.view (physics_Model);
Self.owns_Graphics := owns_Graphics;
Self.owns_Physics := owns_Physics;
Self.is_Kinematic := is_Kinematic;
-- set_Translation (Self.Transform, To => physics_Model.Site);
-- Physics
--
if Self.physics_Model /= null
then
Self.rebuild_Shape;
Self.rebuild_Solid (at_Site);
null;
end if;
end define;
procedure destroy (Self : access Item; and_Children : in Boolean)
is
use gel.Joint;
begin
if Self.is_Destroyed
then
raise Error with "Sprite is already destroyed.";
end if;
-- Detach parent, if any.
--
if Self.parent_Joint /= null then
Self.parent_Joint.Sprite_A.detach (Sprite.view (Self));
end if;
-- Detach children, if any.
--
while not Self.child_Joints.is_Empty
loop
declare
child_Sprite : constant Sprite.view := Self.child_Joints.Last_Element.Sprite_B.all'Access;
begin
Self.detach (child_Sprite);
if and_Children
then
destroy (child_Sprite, and_Children); -- Recurse.
end if;
end;
end loop;
Self.is_Destroyed := True;
Self.World.destroy (Sprite.view (Self));
lace.Subject_and_deferred_Observer.item (Self.all).destroy; -- Destroy base class.
end destroy;
function is_Destroyed (Self : in Item) return Boolean
is
begin
return Self.is_Destroyed;
end is_Destroyed;
procedure free (Self : in out View)
is
pragma assert (Self.is_Destroyed);
use gel.Joint,
physics.Model,
physics.Object,
physics.Shape;
procedure deallocate is new ada.unchecked_Deallocation (Sprite.item'Class, Sprite.view);
procedure deallocate is new ada.unchecked_Deallocation (Joint.views, access_Joint_views);
pragma Unreferenced (deallocate);
child_Joint : Joint.view;
begin
for Each in 1 .. Integer (Self.child_Joints.Length)
loop
child_Joint := Self.child_Joints.Element (Each);
free (child_Joint);
end loop;
if Self.owns_Physics
then
free (Self.physics_Model);
end if;
free (Self.Shape);
free (Self.Solid);
deallocate (Self);
end free;
----------
--- Forge
--
package body Forge
is
function to_Sprite (Name : in String;
World : in World_view;
at_Site : in Vector_3;
graphics_Model : access openGL. Model.item'Class;
physics_Model : access physics.Model.item'Class;
owns_Graphics : in Boolean;
owns_Physics : in Boolean;
is_Kinematic : in Boolean := False) return Item
is
begin
return Self : Item := (lace.Subject_and_deferred_Observer.forge.to_Subject_and_Observer (Name)
with others => <>)
do
Self.define (World, at_Site, graphics_Model, physics_Model, owns_Graphics, owns_Physics, is_Kinematic);
end return;
end to_Sprite;
function new_Sprite (Name : in String;
World : in World_view;
at_Site : in Vector_3;
graphics_Model : access openGL. Model.item'Class;
physics_Model : access physics.Model.item'Class;
owns_Graphics : in Boolean := True;
owns_Physics : in Boolean := True;
is_Kinematic : in Boolean := False) return View
is
Self : constant View := new Item' (to_Sprite (Name,
World,
at_Site,
graphics_Model,
physics_Model,
owns_Graphics,
owns_Physics,
is_Kinematic));
begin
return Self;
end new_Sprite;
end Forge;
--------------
--- Attributes
--
function World (Self : in Item) return access gel.World.item'Class
is
begin
return Self.World;
end World;
function Id (Self : in Item) return gel.sprite_Id
is
begin
return Self.Id;
end Id;
procedure Id_is (Self : in out Item; Now : in gel.sprite_Id)
is
begin
Self.Id := Now;
end Id_is;
function Depth_in_camera_space (Self : in Item) return Real
is
begin
return Self.Depth_in_camera_space;
end Depth_in_camera_space;
function Mass (Self : in Item) return Real
is
begin
return Self.physics_Model.Mass;
end Mass;
function is_Static (Self : in Item) return Boolean
is
begin
return Self.Mass = 0.0;
end is_Static;
function is_Kinematic (Self : in Item) return Boolean
is
begin
return Self.is_Kinematic;
end is_Kinematic;
procedure mvp_Matrix_is (Self : in out Item; Now : in Matrix_4x4)
is
begin
Self.Visual.mvp_Transform_is (Now);
Self.Depth_in_camera_space := Now (4, 3);
end mvp_Matrix_is;
function mvp_Matrix (Self : in Item) return Matrix_4x4
is
begin
return Self.Visual.mvp_Transform;
end mvp_Matrix;
procedure is_Visible (Self : in out Item; Now : in Boolean)
is
begin
Self.is_Visible := Now;
end is_Visible;
function is_Visible (Self : in Item) return Boolean
is
begin
return Self.is_Visible;
end is_Visible;
procedure key_Response_is (Self : in out Item; Now : in lace.Response.view)
is
begin
Self.key_Response := Now;
end key_Response_is;
function key_Response (Self : in Item) return lace.Response.view
is
begin
return Self.key_Response;
end key_Response;
function Visual (Self : access Item) return openGL.Visual.view
is
begin
return Self.Visual;
end Visual;
function graphics_Model (Self : in Item) return openGL.Model.view
is
begin
return Self.visual.Model;
end graphics_Model;
procedure Model_is (Self : in out Item; Now : in openGL.Model.view)
is
begin
Self.Visual.Model_is (Now);
end Model_is;
function owns_Graphics (Self : in Item) return Boolean
is
begin
return Self.owns_Graphics;
end owns_Graphics;
function physics_Model (Self : in Item) return access physics.Model.item'class
is
begin
return Self.physics_Model;
end physics_Model;
procedure physics_Model_is (Self : in out Item; Now : in physics.Model.view)
is
begin
Self.physics_Model := Now;
end physics_Model_is;
procedure Scale_is (Self : in out Item; Now : in math.Vector_3)
is
begin
Self.physics_Model.Scale_is (Now);
Self.World .update_Scale (Self'unchecked_Access, +Now);
end Scale_is;
function Scale (Self : in Item) return Vector_3
is
begin
return Self.physics_Model.Scale;
end Scale;
function Solid (Self : in Item) return physics_Object_view
is
begin
return Self.Solid;
end Solid;
procedure Solid_is (Self : in out Item; Now : in physics_Object_view)
is
begin
Self.Solid := Now;
end Solid_is;
function to_GEL (the_Solid : in physics_Object_view) return gel.Sprite.view
is
begin
return gel.Sprite.view (the_Solid.user_Data);
end to_GEL;
function Shape (Self : in Item) return physics_Shape_view
is
begin
return Self.Shape;
end Shape;
-------------
--- Dynamics
--
--- Bounds
--
function Bounds (Self : in Item) return Geometry_3d.bounding_Box
is
use Geometry_3d;
begin
return Self.graphics_Model.Bounds.Box + Self.Site;
end Bounds;
--- Site
--
function Site (Self : in Item) return Vector_3
is
begin
return Self.Solid.Site;
end Site;
procedure Site_is (Self : in out Item; Now : in Vector_3)
is
begin
Self.Solid.Site_is (Now);
end Site_is;
procedure move (Self : in out Item; to_Site : in Vector_3)
is
the_Offset : constant Vector_3 := to_Site - Self.Site;
child_Sprite : Sprite.view;
begin
-- Do children.
--
for i in 1 .. Integer (Self.child_Joints.Length)
loop
child_Sprite := Self.child_Joints.Element (i).Sprite_B;
child_Sprite.move (to_site => child_Sprite.Site + the_Offset); -- Recurse.
end loop;
Self.Site_is (to_Site);
end move;
procedure set_Speed (Self : in out Item; to_Speed : in Vector_3)
is
child_Sprite : Sprite.view;
begin
-- Do children.
--
for i in 1 .. Integer (Self.child_Joints.Length)
loop
child_Sprite := Self.child_Joints.Element (i).Sprite_B;
child_Sprite.set_Speed (to_Speed);
end loop;
Self.Speed_is (to_Speed);
end set_Speed;
function Spin (Self : in Item) return Matrix_3x3
is
begin
return Self.Solid.Spin;
end Spin;
procedure Spin_is (Self : in out Item; Now : in Matrix_3x3)
is
use type Physics.Object.view;
-- Transform : Matrix_4x4 := Self.Transform.Value;
begin
-- set_Rotation (Self.Transform, Now);
-- Self.Transform_is (Transform);
-- if Self.Solid /= null then
Self.Solid.Spin_is (Now);
-- end if;
end Spin_is;
function xy_Spin (Self : in Item) return Radians
is
begin
return Self.Solid.xy_Spin;
end xy_Spin;
procedure xy_Spin_is (Self : in out Item; Now : in Radians)
is
begin
Self.World.set_xy_Spin (Self'unchecked_Access, Now);
end xy_Spin_is;
procedure rotate (Self : in out Item; to_Spin : in Matrix_3x3)
is
the_spin_Delta : constant Matrix_3x3 := to_Spin * Inverse (Self.Spin); -- The rotation matrix describing the amount by which Self has rotated.
procedure spin_Children (the_Sprite : in Sprite.item'class)
is
begin
if the_Sprite.child_Joints.Is_Empty then
return;
end if;
declare
child_Sprite : Sprite.view;
the_site_Offset : Vector_3;
begin
for i in 1 .. Integer (the_Sprite.child_Joints.Length)
loop
child_Sprite := the_Sprite.child_Joints.Element (i).Sprite_B;
the_site_Offset := the_spin_Delta * (child_Sprite.Site - Self.Site) ;
child_Sprite.Site_is (Self.Site + the_site_Offset);
child_Sprite.Spin_is (the_spin_Delta * child_Sprite.Spin);
spin_Children (child_Sprite.all); -- Recurse.
end loop;
end;
end spin_Children;
begin
spin_Children (Self); -- Do children.
Self.Spin_is (to_Spin);
end rotate;
function Transform (Self : in Item) return Matrix_4x4
is
begin
-- return Self.Transform.Value;
return Self.Solid.Transform;
end Transform;
procedure Transform_is (Self : in out Item; Now : in Matrix_4x4)
is
begin
-- Self.Transform.Value_is (Now);
Self.Solid.Transform_is (Now);
end Transform_is;
function Speed (Self : in Item) return Vector_3
is
begin
return Self.Solid.Speed;
end Speed;
procedure Speed_is (Self : in out Item; Now : in Vector_3)
is
begin
Self.World.set_Speed (Self'unchecked_Access, Now);
end Speed_is;
function Gyre (Self : in Item) return Vector_3
is
begin
return Self.Solid.Gyre;
end Gyre;
procedure Gyre_is (Self : in out Item; Now : in Vector_3)
is
begin
Self.Solid.Gyre_is (Now);
end Gyre_is;
procedure set_Gyre (Self : in out Item; to_Gyre : in Vector_3)
is
child_Sprite : Sprite.view;
begin
-- Do children.
--
for i in 1 .. Integer (Self.child_Joints.Length)
loop
child_Sprite := Self.child_Joints.Element (i).Sprite_B;
child_Sprite.set_Gyre (to_Gyre);
end loop;
Self.Gyre_is (to_Gyre);
end set_Gyre;
--- Forces
--
procedure apply_Force (Self : in out Item; Force : in Vector_3)
is
the_Force : aliased constant Vector_3 := Force;
begin
Self.World.apply_Force (Self'unchecked_Access, the_Force);
end apply_Force;
procedure apply_Torque (Self : in out Item; Torque : in Vector_3)
is
the_Torque : constant Vector_3 := Torque;
begin
Self.Solid.apply_Torque (the_Torque);
end apply_Torque;
procedure apply_Torque_impulse (Self : in out Item; Torque : in Vector_3)
is
the_Torque : constant Vector_3 := Torque;
begin
Self.Solid.apply_Torque_impulse (the_Torque);
end apply_Torque_impulse;
-- Mirrored Dynamics
--
protected
body safe_Interpolation
is
procedure set (desired_Site : in Vector_3;
desired_Spin : in Quaternion)
is
begin
Safe.Site.initial := Safe.Site.desired;
Safe.Site.desired := desired_Site;
Safe.Spin.initial := Safe.Spin.desired;
Safe.Spin.desired := desired_Spin;
Safe.Percent := 0.0;
end set;
procedure get (Site : out Vector_3;
Spin : out Quaternion)
is
begin
Site := Interpolated (Safe.Site.initial,
Safe.Site.desired,
Safe.Percent);
Spin := Interpolated (Safe.Spin.initial,
Safe.Spin.desired,
Safe.Percent);
if gel.World.interpolation_Steps = 0
then
Safe.Percent := 100.0;
else
Safe.Percent := Percentage'Min ( Safe.Percent
+ to_Percentage (1.0 / Real (gel.World.interpolation_Steps + 1)),
unit_Percentage'Last);
end if;
end get;
end safe_Interpolation;
procedure desired_Dynamics_are (Self : in out Item; Site : in Vector_3;
Spin : in Quaternion)
is
begin
Self.Interpolation.set (desired_Site => Site,
desired_Spin => Spin);
end desired_Dynamics_are;
procedure interpolate_Motion (Self : in out Item)
is
begin
if Self.is_Static then
return;
end if;
declare
new_Site : Vector_3;
new_Spin : Quaternion;
begin
Self.Interpolation.get (new_Site,
new_Spin);
Self.Site_is (new_Site);
Self.Spin_is (Transpose (to_Matrix (new_Spin)));
end;
end interpolate_Motion;
--------------
--- Operations
--
--- Hierachy
--
function parent_Joint (Self : in Item) return gel.Joint.view
is
begin
return Self.parent_Joint;
end parent_Joint;
function child_Joints (Self : in Item) return gel.Joint.views
is
the_Joints : Joint.views (1 .. Integer (Self.child_Joints.Length));
begin
for i in the_Joints'Range
loop
the_Joints (i) := Self.child_Joints.Element (i);
end loop;
return the_Joints;
end child_Joints;
function top_Parent (Self : access Item) return gel.Sprite.view
is
begin
if Self.parent_Joint = null
then return gel.Sprite.view (Self);
else return Self.parent_Joint.Sprite_A.top_Parent; -- Recurse.
end if;
end top_Parent;
function Parent (Self : in Item) return gel.Sprite.view
is
begin
if Self.parent_Joint = null
then return null;
else return Self.parent_Joint.Sprite_A;
end if;
end Parent;
function tree_Depth (Self : in Item) return Natural
is
Parent : Sprite.view := Self.Parent;
Depth : Natural := 0;
begin
while Parent /= null
loop
Depth := Depth + 1;
Parent := Parent.Parent;
end loop;
return Depth;
end tree_Depth;
procedure apply (Self : in out Item; do_Action : Action)
is
begin
do_Action (Self);
for i in 1 .. Integer (Self.child_Joints.Length)
loop
Self.child_Joints.Element (i).Sprite_B.apply (do_Action);
end loop;
end apply;
procedure attach (Self : access Item; the_Child : in Sprite.view;
the_Joint : in gel.Joint.view)
is
begin
log ("Attaching " & the_Child.Id'Image & " to " & Self.Id'Image);
Self.child_Joints.append (the_Joint);
the_Child.parent_Joint := the_Joint;
the_Child.relay_responseless_Events (To => Self);
end attach;
procedure detach (Self : in out Item; the_Child : gel.Sprite.view)
is
childs_Joint : Joint.view;
begin
log ("Detaching " & the_Child.Id'Image & " from " & Self.Id'Image);
for i in 1 .. Integer (Self.child_Joints.Length)
loop
if Self.child_Joints.Element (i).Sprite_B = the_Child
then
childs_Joint := Self.child_Joints.Element (i);
Self.child_Joints.delete (i);
the_Child.parent_Joint := null;
Self.World.destroy (childs_Joint);
return;
end if;
end loop;
raise no_such_Child;
end detach;
-- Hinge
--
procedure attach_via_Hinge (Self : access Item; the_Child : in Sprite.view;
pivot_Axis : in Vector_3;
Anchor : in Vector_3;
child_Anchor : in Vector_3;
low_Limit : in Real;
high_Limit : in Real;
collide_Connected : in Boolean;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.hinge_Joint.view := new gel.hinge_Joint.item;
begin
the_Joint.define (Self.World.Space,
Self, the_Child,
pivot_Axis,
Anchor, child_Anchor,
low_Limit, high_Limit,
collide_Connected);
the_Joint.Limits_are (low_Limit, high_Limit);
Self.attach (the_Child, the_Joint.all'Access);
new_Joint := the_Joint.all'Access;
end attach_via_Hinge;
procedure attach_via_Hinge (Self : access Item; the_Child : in Sprite.view;
pivot_Axis : in Vector_3;
pivot_Anchor : in Vector_3;
low_Limit : in Real;
high_Limit : in Real;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.hinge_Joint.view := new gel.hinge_Joint.item;
begin
the_Joint.define (in_Space => Self.World.Space,
Sprite_A => Self,
Sprite_B => the_Child,
pivot_Axis => pivot_Axis,
pivot_Anchor => pivot_Anchor);
the_Joint.Limits_are (low_Limit, high_Limit);
Self.attach (the_Child, the_Joint.all'Access);
new_Joint := the_Joint.all'Access;
end attach_via_Hinge;
procedure attach_via_Hinge (Self : access Item; the_Child : in Sprite.view;
pivot_Axis : in Vector_3;
low_Limit : in Real;
high_Limit : in Real;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.hinge_Joint.view := new gel.hinge_Joint.item;
begin
the_Joint.define (in_Space => Self.World.Space,
Sprite_A => Self,
Sprite_B => the_Child,
pivot_Axis => pivot_Axis);
the_Joint.Limits_are (low_Limit, high_Limit);
Self.attach (the_Child, the_Joint.all'Access);
new_Joint := the_Joint.all'Access;
end attach_via_Hinge;
procedure attach_via_Hinge (Self : access Item; the_Child : in Sprite.view;
Frame_in_parent : in Matrix_4x4;
Frame_in_child : in Matrix_4x4;
Limits : in DoF_Limits;
collide_Connected : in Boolean;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.hinge_Joint.view := new gel.hinge_Joint.item;
begin
the_Joint.define (Self.World.Space,
Self, the_Child,
Frame_in_parent, Frame_in_child,
Limits.Low, Limits.High,
collide_Connected);
the_Joint.Limits_are (limits.Low, limits.High);
Self.attach (the_Child, the_Joint.all'Access);
new_Joint := the_Joint.all'Access;
end attach_via_Hinge;
-- Ball/Socket
--
procedure internal_attach_via_ball_Socket (Self : access Item; the_Child : in Sprite.view;
pitch_Limits : in DoF_Limits;
yaw_Limits : in DoF_Limits;
roll_Limits : in DoF_Limits;
the_Joint : in gel.any_Joint.view)
is
use gel.any_Joint;
begin
the_Joint.low_Bound_is (Pitch, pitch_Limits.Low);
the_Joint.low_Bound_is (Yaw, yaw_Limits .Low);
the_Joint.low_Bound_is (Roll, roll_Limits .Low);
the_Joint.high_Bound_is (Pitch, pitch_Limits.High);
the_Joint.high_Bound_is (Yaw, yaw_Limits .High);
the_Joint.high_Bound_is (Roll, roll_Limits .High);
Self.attach (the_Child, the_Joint.all'Access);
end internal_attach_via_ball_Socket;
procedure attach_via_ball_Socket (Self : access Item; the_Child : in Sprite.view;
pivot_Anchor : in Vector_3;
pivot_Axis : in Matrix_3x3;
pitch_Limits : in DoF_Limits;
yaw_Limits : in DoF_Limits;
roll_Limits : in DoF_Limits;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.any_Joint.view := new gel.any_Joint.item;
begin
the_Joint.define (Self.World.Space,
Self, the_Child,
pivot_Anchor, pivot_Axis);
Self.internal_attach_via_ball_Socket (the_Child,
pitch_Limits,
yaw_Limits,
roll_Limits,
the_joint);
new_Joint := the_Joint.all'Access;
end attach_via_ball_Socket;
procedure attach_via_ball_Socket (Self : access Item; the_Child : in Sprite.view;
Frame_in_parent : in Matrix_4x4;
Frame_in_child : in Matrix_4x4;
pitch_Limits : in DoF_Limits;
yaw_Limits : in DoF_Limits;
roll_Limits : in DoF_Limits;
new_joint : out gel.Joint.view)
is
the_Joint : constant gel.any_Joint.view := new gel.any_Joint.item;
begin
the_Joint.define (Self.World.Space,
Self, the_Child,
Frame_in_parent, Frame_in_child);
Self.internal_attach_via_ball_Socket (the_Child,
pitch_Limits,
yaw_Limits,
roll_Limits,
the_joint);
new_Joint := the_Joint.all'Access;
end attach_via_ball_Socket;
------------
--- Graphics
--
procedure program_Parameters_are (Self : in out Item; Now : in opengl.Program.Parameters_view)
is
begin
Self.program_Parameters := Now;
end program_Parameters_are;
function program_Parameters (Self : in Item) return opengl.Program.Parameters_view
is
begin
return Self.program_Parameters;
end program_Parameters;
-----------
--- Utility
--
function to_Hash (Self : in ada.Tags.Tag) return ada.Containers.Hash_type
is
function Converted is new ada.unchecked_Conversion (ada.Tags.Tag, ada.Containers.Hash_type);
begin
return Converted (Self);
end to_Hash;
pragma Unreferenced (to_Hash);
-- protected
-- body safe_Matrix_4x4
-- is
-- function Value return Matrix_4x4
-- is
-- begin
-- return the_Value;
-- end Value;
--
-- procedure Value_is (Now : in Matrix_4x4)
-- is
-- begin
-- the_Value := Now;
-- end Value_is;
--
-- procedure Site_is (Now : in Vector_3)
-- is
-- begin
-- the_Value (4, 1) := Now (1);
-- the_Value (4, 2) := Now (2);
-- the_Value (4, 3) := Now (3);
-- end Site_is;
-- end safe_Matrix_4x4;
end gel.Sprite;
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