First public release of Rapier.

This commit is contained in:
Sébastien Crozet
2020-08-25 22:10:25 +02:00
commit 754a48b7ff
175 changed files with 32819 additions and 0 deletions

View File

@@ -0,0 +1,237 @@
use std::collections::HashMap;
use na::{Isometry2, Vector2};
use rapier::counters::Counters;
use rapier::dynamics::{
IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
};
use rapier::geometry::{Collider, ColliderSet, Shape};
use std::f32;
use wrapped2d::b2;
use wrapped2d::dynamics::joints::{PrismaticJointDef, RevoluteJointDef, WeldJointDef};
use wrapped2d::user_data::NoUserData;
fn na_vec_to_b2_vec(v: Vector2<f32>) -> b2::Vec2 {
b2::Vec2 { x: v.x, y: v.y }
}
fn b2_vec_to_na_vec(v: b2::Vec2) -> Vector2<f32> {
Vector2::new(v.x, v.y)
}
fn b2_transform_to_na_isometry(v: b2::Transform) -> Isometry2<f32> {
Isometry2::new(b2_vec_to_na_vec(v.pos), v.rot.angle())
}
pub struct Box2dWorld {
world: b2::World<NoUserData>,
rapier2box2d: HashMap<RigidBodyHandle, b2::BodyHandle>,
}
impl Box2dWorld {
pub fn from_rapier(
gravity: Vector2<f32>,
bodies: &RigidBodySet,
colliders: &ColliderSet,
joints: &JointSet,
) -> Self {
let mut world = b2::World::new(&na_vec_to_b2_vec(gravity));
world.set_continuous_physics(false);
let mut res = Box2dWorld {
world,
rapier2box2d: HashMap::new(),
};
res.insert_bodies(bodies);
res.insert_colliders(colliders);
res.insert_joints(joints);
res
}
fn insert_bodies(&mut self, bodies: &RigidBodySet) {
for (handle, body) in bodies.iter() {
let body_type = if !body.is_dynamic() {
b2::BodyType::Static
} else {
b2::BodyType::Dynamic
};
let linear_damping = 0.0;
let angular_damping = 0.0;
// if let Some(rb) = body.downcast_ref::<RigidBody<f32>>() {
// linear_damping = rb.linear_damping();
// angular_damping = rb.angular_damping();
// } else {
// linear_damping = 0.0;
// angular_damping = 0.0;
// }
let def = b2::BodyDef {
body_type,
position: na_vec_to_b2_vec(body.position.translation.vector),
angle: body.position.rotation.angle(),
linear_velocity: na_vec_to_b2_vec(body.linvel),
angular_velocity: body.angvel,
linear_damping,
angular_damping,
..b2::BodyDef::new()
};
let b2_handle = self.world.create_body(&def);
self.rapier2box2d.insert(handle, b2_handle);
// Collider.
let mut b2_body = self.world.body_mut(b2_handle);
b2_body.set_bullet(false /* collider.is_ccd_enabled() */);
}
}
fn insert_colliders(&mut self, colliders: &ColliderSet) {
for (_, collider) in colliders.iter() {
let b2_body_handle = self.rapier2box2d[&collider.parent()];
let mut b2_body = self.world.body_mut(b2_body_handle);
Self::create_fixture(&collider, &mut *b2_body);
}
}
fn insert_joints(&mut self, joints: &JointSet) {
for joint in joints.iter() {
let body_a = self.rapier2box2d[&joint.body1];
let body_b = self.rapier2box2d[&joint.body2];
match &joint.params {
JointParams::BallJoint(params) => {
let def = RevoluteJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
reference_angle: 0.0,
enable_limit: false,
lower_angle: 0.0,
upper_angle: 0.0,
enable_motor: false,
motor_speed: 0.0,
max_motor_torque: 0.0,
};
self.world.create_joint(&def);
}
JointParams::FixedJoint(params) => {
let def = WeldJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.translation.vector),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.translation.vector),
reference_angle: 0.0,
frequency: 0.0,
damping_ratio: 0.0,
};
self.world.create_joint(&def);
}
JointParams::PrismaticJoint(params) => {
let def = PrismaticJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
local_axis_a: na_vec_to_b2_vec(params.local_axis1().into_inner()),
reference_angle: 0.0,
enable_limit: params.limits_enabled,
lower_translation: params.limits[0],
upper_translation: params.limits[1],
enable_motor: false,
max_motor_force: 0.0,
motor_speed: 0.0,
};
self.world.create_joint(&def);
}
}
}
}
fn create_fixture(collider: &Collider, body: &mut b2::MetaBody<NoUserData>) {
let center = na_vec_to_b2_vec(collider.delta().translation.vector);
let mut fixture_def = b2::FixtureDef::new();
fixture_def.restitution = 0.0;
fixture_def.friction = collider.friction;
fixture_def.density = collider.density();
fixture_def.is_sensor = collider.is_sensor();
fixture_def.filter = b2::Filter::new();
match collider.shape() {
Shape::Ball(b) => {
let mut b2_shape = b2::CircleShape::new();
b2_shape.set_radius(b.radius);
b2_shape.set_position(center);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::Cuboid(c) => {
let b2_shape = b2::PolygonShape::new_box(c.half_extents.x, c.half_extents.y);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::Polygon(poly) => {
let points: Vec<_> = poly
.vertices()
.iter()
.map(|p| collider.delta() * p)
.map(|p| na_vec_to_b2_vec(p.coords))
.collect();
let b2_shape = b2::PolygonShape::new_with(&points);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::HeightField(heightfield) => {
let mut segments = heightfield.segments();
let seg1 = segments.next().unwrap();
let mut vertices = vec![
na_vec_to_b2_vec(seg1.a.coords),
na_vec_to_b2_vec(seg1.b.coords),
];
// TODO: this will not handle holes properly.
segments.for_each(|seg| {
vertices.push(na_vec_to_b2_vec(seg.b.coords));
});
let b2_shape = b2::ChainShape::new_chain(&vertices);
body.create_fixture(&b2_shape, &mut fixture_def);
}
_ => eprintln!("Creating a shape unknown to the Box2d backend."),
}
}
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
// self.world.set_continuous_physics(world.integration_parameters.max_ccd_substeps != 0);
counters.step_started();
self.world.step(
params.dt(),
params.max_velocity_iterations as i32,
params.max_position_iterations as i32,
);
counters.step_completed();
}
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
for (handle, mut body) in bodies.iter_mut() {
if let Some(pb2_handle) = self.rapier2box2d.get(&handle) {
let b2_body = self.world.body(*pb2_handle);
let pos = b2_transform_to_na_isometry(b2_body.transform().clone());
body.set_position(pos);
for coll_handle in body.colliders() {
let collider = &mut colliders[*coll_handle];
collider.set_position_debug(pos * collider.delta());
}
}
}
}
}