Add velocity-based kinematic bodies
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35
publish.sh
Executable file
35
publish.sh
Executable file
@@ -0,0 +1,35 @@
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#! /bin/bash
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tmp=$(mktemp -d)
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echo "$tmp"
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cp -r src "$tmp"/.
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cp -r LICENSE README.md "$tmp"/.
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### Publish the 2D version.
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sed 's#\.\./\.\./src#src#g' build/rapier2d/Cargo.toml > "$tmp"/Cargo.toml
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currdir=$(pwd)
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cd "$tmp" && cargo publish
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cd "$currdir" || exit
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### Publish the 3D version.
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sed 's#\.\./\.\./src#src#g' build/rapier3d/Cargo.toml > "$tmp"/Cargo.toml
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cp -r LICENSE README.md "$tmp"/.
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cd "$tmp" && cargo publish
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cd "$currdir" || exit
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### Publish the 2D f64 version.
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sed 's#\.\./\.\./src#src#g' build/rapier2d-f64/Cargo.toml > "$tmp"/Cargo.toml
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currdir=$(pwd)
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cd "$tmp" && cargo publish
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cd "$currdir" || exit
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### Publish the 3D f64 version.
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sed 's#\.\./\.\./src#src#g' build/rapier3d-f64/Cargo.toml > "$tmp"/Cargo.toml
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cp -r LICENSE README.md "$tmp"/.
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cd "$tmp" && cargo publish
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rm -rf "$tmp"
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@@ -275,7 +275,7 @@ impl RigidBody {
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///
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/// A kinematic body can move freely but is not affected by forces.
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pub fn is_kinematic(&self) -> bool {
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self.rb_type == RigidBodyType::Kinematic
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self.rb_type.is_kinematic()
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}
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/// Is this rigid body static?
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@@ -527,9 +527,9 @@ impl RigidBody {
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}
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/// If this rigid body is kinematic, sets its future orientation after the next timestep integration.
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pub fn set_next_kinematic_translation(&mut self, rotation: Rotation<Real>) {
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pub fn set_next_kinematic_translation(&mut self, translation: Vector<Real>) {
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if self.is_kinematic() {
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self.rb_pos.next_position.rotation = rotation;
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self.rb_pos.next_position.translation = translation.into();
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}
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}
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@@ -748,8 +748,13 @@ impl RigidBodyBuilder {
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}
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/// Initializes the builder of a new kinematic rigid body.
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pub fn new_kinematic() -> Self {
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Self::new(RigidBodyType::Kinematic)
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pub fn new_kinematic_velocity_based() -> Self {
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Self::new(RigidBodyType::KinematicVelocityBased)
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}
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/// Initializes the builder of a new kinematic rigid body.
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pub fn new_kinematic_position_based() -> Self {
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Self::new(RigidBodyType::KinematicPositionBased)
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}
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/// Initializes the builder of a new dynamic rigid body.
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@@ -57,13 +57,20 @@ pub enum RigidBodyType {
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Dynamic,
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/// A `RigidBodyType::Static` body cannot be affected by external forces.
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Static,
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/// A `RigidBodyType::Kinematic` body cannot be affected by any external forces but can be controlled
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/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
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/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
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///
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/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
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/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
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/// modified by the user and is independent from any contact or joint it is involved in.
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Kinematic,
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KinematicPositionBased,
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/// A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
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/// by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
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///
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/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
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/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
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/// modified by the user and is independent from any contact or joint it is involved in.
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KinematicVelocityBased,
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// Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
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// Disabled,
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}
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@@ -81,7 +88,8 @@ impl RigidBodyType {
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/// Is this rigid-body kinematic (i.e. can move but is unaffected by forces)?
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pub fn is_kinematic(self) -> bool {
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self == RigidBodyType::Kinematic
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self == RigidBodyType::KinematicPositionBased
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|| self == RigidBodyType::KinematicVelocityBased
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}
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}
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