Merge pull request #427 from dimforge/disable

Add enable/disable, incremental query pipeline, and vehicle character contoller
This commit is contained in:
Sébastien Crozet
2022-12-11 18:38:18 +01:00
committed by GitHub
34 changed files with 1742 additions and 226 deletions

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@@ -1,8 +1,29 @@
## Unreleased
### Added
- Add `RigidBody::set_enabled`, `RigidBody::is_enabled`, `RigidBodyBuilder::enabled` to enable/disable a rigid-body
without having to delete it. Disabling a rigid-body attached to a multibody joint isnt supported yet.
- Add `Collider::set_enabled`, `Collider::is_enabled`, `ColliderBuilder::enabled` to enable/disable a collider
without having to delete it.
- Add `GenericJoint::set_enabled`, `GenericJoint::is_enabled` to enable/disable a joint without having to delete it.
Disabling a multibody joint isnt supported yet.
- Add `DynamicRayCastVehicleController`, a vehicle controller based on ray-casting and dynamic rigid-bodies (mostly
a port of the vehicle controller from Bullet physics).
### Modified
- Add the `QueryPipeline` as an optional argument to `PhysicsPipeline::step` and `CollisionPipeline::step`. If this
argument is specified, then the query pipeline will be incrementally (i.e. more efficiently) update at the same time as
these other pipelines. In that case, calling `QueryPipeline::update` a `PhysicsPipeline::step` isnt needed.
- `RigidBody::set_body_type` now takes an extra boolean argument indicating if the rigid-body should be woken-up
(if it becomes dynamic).
### Fix
- Fix bug resulting in rigid-bodies being awakened after they are created, even if they are created sleeping.
## v0.16.1 (10 Nov. 2022)
### Fix
- Fixed docs build on `docs.rs`.
## v0.16.0 (30 Oct. 2022)
### Added
- Implement `Copy` for `CharacterCollision`.

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@@ -20,6 +20,7 @@ mod joint_fixed3;
mod joint_prismatic3;
mod joint_revolute3;
mod keva3;
mod many_static3;
mod pyramid3;
mod stacks3;
mod trimesh3;
@@ -54,6 +55,7 @@ pub fn main() {
("CCD", ccd3::init_world),
("Compound", compound3::init_world),
("Convex polyhedron", convex_polyhedron3::init_world),
("Many static", many_static3::init_world),
("Heightfield", heightfield3::init_world),
("Stacks", stacks3::init_world),
("Pyramid", pyramid3::init_world),

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@@ -0,0 +1,52 @@
use rapier3d::prelude::*;
use rapier_testbed3d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Create the balls
*/
let num = 50;
let rad = 1.0;
let shift = rad * 2.0 + 1.0;
let centerx = shift * (num as f32) / 2.0;
let centery = shift / 2.0;
let centerz = shift * (num as f32) / 2.0;
for i in 0..num {
for j in 0usize..num {
for k in 0..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery;
let z = k as f32 * shift - centerz;
let status = if j < num - 1 {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let density = 0.477;
// Build the rigid body.
let rigid_body = RigidBodyBuilder::new(status).translation(vector![x, y, z]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad).density(density);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![100.0, 100.0, 100.0], Point::origin());
}

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@@ -52,7 +52,7 @@ vec_map = { version = "0.8", optional = true }
instant = { version = "0.1", features = [ "now" ], optional = true }
num-traits = "0.2"
nalgebra = "0.31"
parry2d-f64 = "^0.11.1"
parry2d-f64 = "0.12"
simba = "0.7"
approx = "0.5"
rayon = { version = "1", optional = true }

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@@ -52,7 +52,7 @@ vec_map = { version = "0.8", optional = true }
instant = { version = "0.1", features = [ "now" ], optional = true }
num-traits = "0.2"
nalgebra = "0.31"
parry2d = "^0.11.1"
parry2d = "0.12"
simba = "0.7"
approx = "0.5"
rayon = { version = "1", optional = true }

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@@ -52,7 +52,7 @@ vec_map = { version = "0.8", optional = true }
instant = { version = "0.1", features = [ "now" ], optional = true }
num-traits = "0.2"
nalgebra = "0.31"
parry3d-f64 = "^0.11.1"
parry3d-f64 = "0.12"
simba = "0.7"
approx = "0.5"
rayon = { version = "1", optional = true }

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@@ -52,7 +52,7 @@ vec_map = { version = "0.8", optional = true }
instant = { version = "0.1", features = [ "now" ], optional = true }
num-traits = "0.2"
nalgebra = "0.31"
parry3d = "^0.11.1"
parry3d = "0.12"
simba = "0.7"
approx = "0.5"
rayon = { version = "1", optional = true }

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@@ -44,6 +44,7 @@ mod primitives3;
mod restitution3;
mod sensor3;
mod trimesh3;
mod vehicle_controller3;
fn demo_name_from_command_line() -> Option<String> {
let mut args = std::env::args();
@@ -101,6 +102,7 @@ pub fn main() {
("Restitution", restitution3::init_world),
("Sensor", sensor3::init_world),
("TriMesh", trimesh3::init_world),
("Vehicle controller", vehicle_controller3::init_world),
("Keva tower", keva3::init_world),
("Newton cradle", newton_cradle3::init_world),
("(Debug) multibody_joints", debug_articulations3::init_world),

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@@ -0,0 +1,160 @@
use rapier3d::control::{DynamicRayCastVehicleController, WheelTuning};
use rapier3d::prelude::*;
use rapier_testbed3d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 5.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Vehicle we will control manually.
*/
let hw = 0.3;
let hh = 0.15;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 1.0, 0.0]);
let vehicle_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(hw * 2.0, hh, hw).density(100.0);
colliders.insert_with_parent(collider, vehicle_handle, &mut bodies);
let mut tuning = WheelTuning::default();
tuning.suspension_stiffness = 100.0;
tuning.suspension_damping = 10.0;
let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle);
let wheel_positions = [
point![hw * 1.5, -hh, hw],
point![hw * 1.5, -hh, -hw],
point![-hw * 1.5, -hh, hw],
point![-hw * 1.5, -hh, -hw],
];
for pos in wheel_positions {
vehicle.add_wheel(pos, -Vector::y(), Vector::z(), hh, hh / 4.0, &tuning);
}
/*
* Create the cubes
*/
let num = 8;
let rad = 0.1;
let shift = rad * 2.0;
let centerx = shift * (num / 2) as f32;
let centery = rad;
for j in 0usize..1 {
for k in 0usize..4 {
for i in 0..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery;
let z = k as f32 * shift + centerx;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
}
/*
* Create a slope we can climb.
*/
let slope_angle = 0.2;
let slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
.rotation(Vector::z() * slope_angle);
colliders.insert(collider);
/*
* Create a slope we cant climb.
*/
let impossible_slope_angle = 0.9;
let impossible_slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
.translation(vector![
ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
-ground_height + 2.3,
0.0
])
.rotation(Vector::z() * impossible_slope_angle);
colliders.insert(collider);
// /*
// * Create a moving platform.
// */
// let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
// // .rotation(-0.3);
// let platform_handle = bodies.insert(body);
// let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
// colliders.insert_with_parent(collider, platform_handle, &mut bodies);
/*
* More complex ground.
*/
let ground_size = Vector::new(10.0, 0.4, 10.0);
let nsubdivs = 20;
let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
-(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
- (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
});
let collider =
ColliderBuilder::heightfield(heights, ground_size).translation(vector![-7.0, 0.0, 0.0]);
colliders.insert(collider);
// /*
// * A tilting dynamic body with a limited joint.
// */
// let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
// let ground_handle = bodies.insert(ground);
// let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
// let handle = bodies.insert(body);
// let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
// colliders.insert_with_parent(collider, handle, &mut bodies);
// let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
// impulse_joints.insert(ground_handle, handle, joint, true);
// /*
// * Setup a callback to move the platform.
// */
// testbed.add_callback(move |_, physics, _, run_state| {
// let linvel = vector![
// (run_state.time * 2.0).sin() * 2.0,
// (run_state.time * 5.0).sin() * 1.5,
// 0.0
// ];
// // let angvel = run_state.time.sin() * 0.5;
//
// // Update the velocity-based kinematic body by setting its velocity.
// if let Some(platform) = physics.bodies.get_mut(platform_handle) {
// platform.set_linvel(linvel, true);
// // NOTE: interaction with rotating platforms isnt handled very well yet.
// // platform.set_angvel(angvel, true);
// }
// });
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.set_vehicle_controller(vehicle);
testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
}

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@@ -133,7 +133,7 @@ impl Default for KinematicCharacterController {
pub struct EffectiveCharacterMovement {
/// The movement to apply.
pub translation: Vector<Real>,
/// Is the character touching the ground after applying `EffictiveKineamticMovement::translation`?
/// Is the character touching the ground after applying `EffectiveKineamticMovement::translation`?
pub grounded: bool,
}

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@@ -5,4 +5,10 @@ pub use self::character_controller::{
KinematicCharacterController,
};
#[cfg(feature = "dim3")]
pub use self::ray_cast_vehicle_controller::{DynamicRayCastVehicleController, Wheel, WheelTuning};
mod character_controller;
#[cfg(feature = "dim3")]
mod ray_cast_vehicle_controller;

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@@ -0,0 +1,808 @@
//! A vehicle controller based on ray-casting, ported and modified from Bullets `btRaycastVehicle`.
use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet};
use crate::geometry::{ColliderHandle, ColliderSet, Ray};
use crate::math::{Point, Real, Rotation, Vector};
use crate::pipeline::{QueryFilter, QueryPipeline};
use crate::utils::{WCross, WDot};
/// A character controller to simulate vehicles using ray-casting for the wheels.
pub struct DynamicRayCastVehicleController {
wheels: Vec<Wheel>,
forward_ws: Vec<Vector<Real>>,
axle: Vec<Vector<Real>>,
/// The current forward speed of the vehicle.
pub current_vehicle_speed: Real,
/// Handle of the vehicles chassis.
pub chassis: RigidBodyHandle,
/// The chassis local _up_ direction (`0 = x, 1 = y, 2 = z`)
pub index_up_axis: usize,
/// The chassis local _forward_ direction (`0 = x, 1 = y, 2 = z`)
pub index_forward_axis: usize,
}
#[derive(Copy, Clone, Debug, PartialEq)]
/// Parameters affecting the physical behavior of a wheel.
pub struct WheelTuning {
/// The suspension stiffness.
///
/// Increase this value if the suspension appears to not push the vehicle strong enough.
pub suspension_stiffness: Real,
/// The suspensions damping when it is being compressed.
pub suspension_compression: Real,
/// The suspensions damping when it is being released.
///
/// Increase this value if the suspension appears to overshoot.
pub suspension_damping: Real,
/// The maximum distance the suspension can travel before and after its resting length.
pub max_suspension_travel: Real,
/// Parameter controlling how much traction the tire his.
///
/// The larger the value, the more instantaneous braking will happen (with the risk of
/// causing the vehicle to flip if its too strong).
pub friction_slip: Real,
/// The maximum force applied by the suspension.
pub max_suspension_force: Real,
}
impl Default for WheelTuning {
fn default() -> Self {
Self {
suspension_stiffness: 5.88,
suspension_compression: 0.83,
suspension_damping: 0.88,
max_suspension_travel: 5.0,
friction_slip: 10.5,
max_suspension_force: 6000.0,
}
}
}
/// Objects used to initialize a wheel.
struct WheelDesc {
/// The position of the wheel, relative to the chassis.
pub chassis_connection_cs: Point<Real>,
/// The direction of the wheels suspension, relative to the chassis.
///
/// The ray-casting will happen following this direction to detect the ground.
pub direction_cs: Vector<Real>,
/// The wheels axle axis, relative to the chassis.
pub axle_cs: Vector<Real>,
/// The rest length of the wheels suspension spring.
pub suspension_rest_length: Real,
/// The maximum distance the suspension can travel before and after its resting length.
pub max_suspension_travel: Real,
/// The wheels radius.
pub radius: Real,
/// The suspension stiffness.
///
/// Increase this value if the suspension appears to not push the vehicle strong enough.
pub suspension_stiffness: Real,
/// The suspensions damping when it is being compressed.
pub damping_compression: Real,
/// The suspensions damping when it is being released.
///
/// Increase this value if the suspension appears to overshoot.
pub damping_relaxation: Real,
/// Parameter controlling how much traction the tire his.
///
/// The larger the value, the more instantaneous braking will happen (with the risk of
/// causing the vehicle to flip if its too strong).
pub friction_slip: Real,
/// The maximum force applied by the suspension.
pub max_suspension_force: Real,
}
#[derive(Copy, Clone, Debug, PartialEq)]
/// A wheel attached to a vehicle.
pub struct Wheel {
raycast_info: RayCastInfo,
center: Point<Real>,
wheel_direction_ws: Vector<Real>,
wheel_axle_ws: Vector<Real>,
/// The position of the wheel, relative to the chassis.
pub chassis_connection_point_cs: Point<Real>,
/// The direction of the wheels suspension, relative to the chassis.
///
/// The ray-casting will happen following this direction to detect the ground.
pub direction_cs: Vector<Real>,
/// The wheels axle axis, relative to the chassis.
pub axle_cs: Vector<Real>,
/// The rest length of the wheels suspension spring.
pub suspension_rest_length: Real,
/// The maximum distance the suspension can travel before and after its resting length.
pub max_suspension_travel: Real,
/// The wheels radius.
pub radius: Real,
/// The suspension stiffness.
///
/// Increase this value if the suspension appears to not push the vehicle strong enough.
pub suspension_stiffness: Real,
/// The suspensions damping when it is being compressed.
pub damping_compression: Real,
/// The suspensions damping when it is being released.
///
/// Increase this value if the suspension appears to overshoot.
pub damping_relaxation: Real,
/// Parameter controlling how much traction the tire his.
///
/// The larger the value, the more instantaneous braking will happen (with the risk of
/// causing the vehicle to flip if its too strong).
friction_slip: Real,
/// The wheels current rotation on its axle.
pub rotation: Real,
delta_rotation: Real,
roll_influence: Real, // TODO: make this public?
/// The maximum force applied by the suspension.
pub max_suspension_force: Real,
/// The forward impulses applied by the wheel on the chassis.
pub forward_impulse: Real,
/// The side impulses applied by the wheel on the chassis.
pub side_impulse: Real,
/// The steering angle for this wheel.
pub steering: Real,
/// The forward force applied by this wheel on the chassis.
pub engine_force: Real,
/// The maximum amount of braking impulse applied to slow down the vehicle.
pub brake: Real,
clipped_inv_contact_dot_suspension: Real,
suspension_relative_velocity: Real,
/// The force applied by the suspension.
pub wheel_suspension_force: Real,
skid_info: Real,
}
impl Wheel {
fn new(info: WheelDesc) -> Self {
Self {
raycast_info: RayCastInfo::default(),
suspension_rest_length: info.suspension_rest_length,
max_suspension_travel: info.max_suspension_travel,
radius: info.radius,
suspension_stiffness: info.suspension_stiffness,
damping_compression: info.damping_compression,
damping_relaxation: info.damping_relaxation,
chassis_connection_point_cs: info.chassis_connection_cs,
direction_cs: info.direction_cs,
axle_cs: info.axle_cs,
wheel_direction_ws: info.direction_cs,
wheel_axle_ws: info.axle_cs,
center: Point::origin(),
friction_slip: info.friction_slip,
steering: 0.0,
engine_force: 0.0,
rotation: 0.0,
delta_rotation: 0.0,
brake: 0.0,
roll_influence: 0.1,
clipped_inv_contact_dot_suspension: 0.0,
suspension_relative_velocity: 0.0,
wheel_suspension_force: 0.0,
max_suspension_force: info.max_suspension_force,
skid_info: 0.0,
side_impulse: 0.0,
forward_impulse: 0.0,
}
}
/// The world-space center of the wheel.
pub fn center(&self) -> Point<Real> {
self.center
}
/// The world-space direction of the wheels suspension.
pub fn suspension(&self) -> Vector<Real> {
self.wheel_direction_ws
}
/// The world-space direction of the wheels axle.
pub fn axle(&self) -> Vector<Real> {
self.wheel_axle_ws
}
}
#[derive(Copy, Clone, Debug, PartialEq, Default)]
struct RayCastInfo {
// set by raycaster
contact_normal_ws: Vector<Real>, //contact normal
contact_point_ws: Point<Real>, //raycast hitpoint
suspension_length: Real,
hard_point_ws: Point<Real>, //raycast starting point
is_in_contact: bool,
ground_object: Option<ColliderHandle>,
}
impl DynamicRayCastVehicleController {
/// Creates a new vehicle represented by the given rigid-body.
///
/// Wheels have to be attached afterwards calling [`Self::add_wheel`].
pub fn new(chassis: RigidBodyHandle) -> Self {
Self {
wheels: vec![],
forward_ws: vec![],
axle: vec![],
current_vehicle_speed: 0.0,
chassis,
index_up_axis: 1,
index_forward_axis: 0,
}
}
//
// basically most of the code is general for 2 or 4 wheel vehicles, but some of it needs to be reviewed
//
/// Adds a wheel to this vehicle.
pub fn add_wheel(
&mut self,
chassis_connection_cs: Point<Real>,
direction_cs: Vector<Real>,
axle_cs: Vector<Real>,
suspension_rest_length: Real,
radius: Real,
tuning: &WheelTuning,
) -> &mut Wheel {
let ci = WheelDesc {
chassis_connection_cs,
direction_cs,
axle_cs,
suspension_rest_length,
radius,
suspension_stiffness: tuning.suspension_stiffness,
damping_compression: tuning.suspension_compression,
damping_relaxation: tuning.suspension_damping,
friction_slip: tuning.friction_slip,
max_suspension_travel: tuning.max_suspension_travel,
max_suspension_force: tuning.max_suspension_force,
};
let wheel_id = self.wheels.len();
self.wheels.push(Wheel::new(ci));
&mut self.wheels[wheel_id]
}
#[cfg(feature = "dim2")]
fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
self.update_wheel_transforms_ws(chassis, wheel_index);
let wheel = &mut self.wheels[wheel_index];
wheel.center = (wheel.raycast_info.hard_point_ws
+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length)
.coords;
}
#[cfg(feature = "dim3")]
fn update_wheel_transform(&mut self, chassis: &RigidBody, wheel_index: usize) {
self.update_wheel_transforms_ws(chassis, wheel_index);
let wheel = &mut self.wheels[wheel_index];
let steering_orn = Rotation::new(-wheel.wheel_direction_ws * wheel.steering);
wheel.wheel_axle_ws = steering_orn * (chassis.position() * wheel.axle_cs);
wheel.center = wheel.raycast_info.hard_point_ws
+ wheel.wheel_direction_ws * wheel.raycast_info.suspension_length;
}
fn update_wheel_transforms_ws(&mut self, chassis: &RigidBody, wheel_id: usize) {
let wheel = &mut self.wheels[wheel_id];
wheel.raycast_info.is_in_contact = false;
let chassis_transform = chassis.position();
wheel.raycast_info.hard_point_ws = chassis_transform * wheel.chassis_connection_point_cs;
wheel.wheel_direction_ws = chassis_transform * wheel.direction_cs;
wheel.wheel_axle_ws = chassis_transform * wheel.axle_cs;
}
fn ray_cast(
&mut self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
queries: &QueryPipeline,
filter: QueryFilter,
chassis: &RigidBody,
wheel_id: usize,
) {
let wheel = &mut self.wheels[wheel_id];
let raylen = wheel.suspension_rest_length + wheel.radius;
let rayvector = wheel.wheel_direction_ws * raylen;
let source = wheel.raycast_info.hard_point_ws;
wheel.raycast_info.contact_point_ws = source + rayvector;
let ray = Ray::new(source, rayvector);
let hit = queries.cast_ray_and_get_normal(bodies, colliders, &ray, 1.0, true, filter);
wheel.raycast_info.ground_object = None;
if let Some((collider_hit, mut hit)) = hit {
if hit.toi == 0.0 {
let collider = &colliders[collider_hit];
let up_ray = Ray::new(source + rayvector, -rayvector);
if let Some(hit2) =
collider
.shape
.cast_ray_and_get_normal(collider.position(), &up_ray, 1.0, false)
{
hit.normal = -hit2.normal;
}
if hit.normal == Vector::zeros() {
// If the hit is still not defined, set the normal.
hit.normal = -wheel.wheel_direction_ws;
}
}
wheel.raycast_info.contact_normal_ws = hit.normal;
wheel.raycast_info.is_in_contact = true;
wheel.raycast_info.ground_object = Some(collider_hit);
let hit_distance = hit.toi * raylen;
wheel.raycast_info.suspension_length = hit_distance - wheel.radius;
// clamp on max suspension travel
let min_suspension_length = wheel.suspension_rest_length - wheel.max_suspension_travel;
let max_suspension_length = wheel.suspension_rest_length + wheel.max_suspension_travel;
wheel.raycast_info.suspension_length = wheel
.raycast_info
.suspension_length
.clamp(min_suspension_length, max_suspension_length);
wheel.raycast_info.contact_point_ws = ray.point_at(hit.toi);
let denominator = wheel
.raycast_info
.contact_normal_ws
.dot(&wheel.wheel_direction_ws);
let chassis_velocity_at_contact_point =
chassis.velocity_at_point(&wheel.raycast_info.contact_point_ws);
let proj_vel = wheel
.raycast_info
.contact_normal_ws
.dot(&chassis_velocity_at_contact_point);
if denominator >= -0.1 {
wheel.suspension_relative_velocity = 0.0;
wheel.clipped_inv_contact_dot_suspension = 1.0 / 0.1;
} else {
let inv = -1.0 / denominator;
wheel.suspension_relative_velocity = proj_vel * inv;
wheel.clipped_inv_contact_dot_suspension = inv;
}
} else {
// No contact, put wheel info as in rest position
wheel.raycast_info.suspension_length = wheel.suspension_rest_length;
wheel.suspension_relative_velocity = 0.0;
wheel.raycast_info.contact_normal_ws = -wheel.wheel_direction_ws;
wheel.clipped_inv_contact_dot_suspension = 1.0;
}
}
/// Updates the vehicles velocity based on its suspension, engine force, and brake.
pub fn update_vehicle(
&mut self,
dt: Real,
bodies: &mut RigidBodySet,
colliders: &ColliderSet,
queries: &QueryPipeline,
filter: QueryFilter,
) {
let num_wheels = self.wheels.len();
let chassis = &bodies[self.chassis];
for i in 0..num_wheels {
self.update_wheel_transform(chassis, i);
}
self.current_vehicle_speed = chassis.linvel().norm();
let forward_w = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
if forward_w.dot(chassis.linvel()) < 0.0 {
self.current_vehicle_speed *= -1.0;
}
//
// simulate suspension
//
for wheel_id in 0..self.wheels.len() {
self.ray_cast(bodies, colliders, queries, filter, chassis, wheel_id);
}
let chassis_mass = chassis.mass();
self.update_suspension(chassis_mass);
let chassis = bodies
.get_mut_internal_with_modification_tracking(self.chassis)
.unwrap();
for wheel in &mut self.wheels {
if wheel.engine_force > 0.0 {
chassis.wake_up(true);
}
// apply suspension force
let mut suspension_force = wheel.wheel_suspension_force;
if suspension_force > wheel.max_suspension_force {
suspension_force = wheel.max_suspension_force;
}
let impulse = wheel.raycast_info.contact_normal_ws * suspension_force * dt;
chassis.apply_impulse_at_point(impulse, wheel.raycast_info.contact_point_ws, false);
}
self.update_friction(bodies, colliders, dt);
let chassis = bodies
.get_mut_internal_with_modification_tracking(self.chassis)
.unwrap();
for wheel in &mut self.wheels {
let vel = chassis.velocity_at_point(&wheel.raycast_info.hard_point_ws);
if wheel.raycast_info.is_in_contact {
let mut fwd = chassis.position() * Vector::ith(self.index_forward_axis, 1.0);
let proj = fwd.dot(&wheel.raycast_info.contact_normal_ws);
fwd -= wheel.raycast_info.contact_normal_ws * proj;
let proj2 = fwd.dot(&vel);
wheel.delta_rotation = (proj2 * dt) / (wheel.radius);
wheel.rotation += wheel.delta_rotation;
} else {
wheel.rotation += wheel.delta_rotation;
}
wheel.delta_rotation *= 0.99; //damping of rotation when not in contact
}
}
/// Reference to all the wheels attached to this vehicle.
pub fn wheels(&self) -> &[Wheel] {
&self.wheels
}
/// Mutable reference to all the wheels attached to this vehicle.
pub fn wheels_mut(&mut self) -> &mut [Wheel] {
&mut self.wheels
}
fn update_suspension(&mut self, chassis_mass: Real) {
for w_it in 0..self.wheels.len() {
let wheels = &mut self.wheels[w_it];
if wheels.raycast_info.is_in_contact {
let mut force;
// Spring
{
let rest_length = wheels.suspension_rest_length;
let current_length = wheels.raycast_info.suspension_length;
let length_diff = rest_length - current_length;
force = wheels.suspension_stiffness
* length_diff
* wheels.clipped_inv_contact_dot_suspension;
}
// Damper
{
let projected_rel_vel = wheels.suspension_relative_velocity;
{
let susp_damping = if projected_rel_vel < 0.0 {
wheels.damping_compression
} else {
wheels.damping_relaxation
};
force -= susp_damping * projected_rel_vel;
}
}
// RESULT
wheels.wheel_suspension_force = (force * chassis_mass).max(0.0);
} else {
wheels.wheel_suspension_force = 0.0;
}
}
}
const SIDE_FRICTION_STIFFNESS2: Real = 1.0;
fn update_friction(&mut self, bodies: &mut RigidBodySet, colliders: &ColliderSet, dt: Real) {
let num_wheels = self.wheels.len();
if num_wheels == 0 {
return;
}
self.forward_ws.resize(num_wheels, Default::default());
self.axle.resize(num_wheels, Default::default());
let mut num_wheels_on_ground = 0;
//TODO: collapse all those loops into one!
for wheel in &mut self.wheels {
let ground_object = wheel.raycast_info.ground_object;
if ground_object.is_some() {
num_wheels_on_ground += 1;
}
wheel.side_impulse = 0.0;
wheel.forward_impulse = 0.0;
}
{
for i in 0..num_wheels {
let wheel = &mut self.wheels[i];
let ground_object = wheel.raycast_info.ground_object;
if ground_object.is_some() {
self.axle[i] = wheel.wheel_axle_ws;
let surf_normal_ws = wheel.raycast_info.contact_normal_ws;
let proj = self.axle[i].dot(&surf_normal_ws);
self.axle[i] -= surf_normal_ws * proj;
self.axle[i] = self.axle[i]
.try_normalize(1.0e-5)
.unwrap_or_else(Vector::zeros);
self.forward_ws[i] = surf_normal_ws
.cross(&self.axle[i])
.try_normalize(1.0e-5)
.unwrap_or_else(Vector::zeros);
if let Some(ground_body) = ground_object
.and_then(|h| colliders[h].parent())
.map(|h| &bodies[h])
.filter(|b| b.is_dynamic())
{
wheel.side_impulse = resolve_single_bilateral(
&bodies[self.chassis],
&wheel.raycast_info.contact_point_ws,
&ground_body,
&wheel.raycast_info.contact_point_ws,
&self.axle[i],
);
} else {
wheel.side_impulse = resolve_single_unilateral(
&bodies[self.chassis],
&wheel.raycast_info.contact_point_ws,
&self.axle[i],
);
}
wheel.side_impulse *= Self::SIDE_FRICTION_STIFFNESS2;
}
}
}
let side_factor = 1.0;
let fwd_factor = 0.5;
let mut sliding = false;
{
for wheel_id in 0..num_wheels {
let wheel = &mut self.wheels[wheel_id];
let ground_object = wheel.raycast_info.ground_object;
let mut rolling_friction = 0.0;
if ground_object.is_some() {
if wheel.engine_force != 0.0 {
rolling_friction = wheel.engine_force * dt;
} else {
let default_rolling_friction_impulse = 0.0;
let max_impulse = if wheel.brake != 0.0 {
wheel.brake
} else {
default_rolling_friction_impulse
};
let contact_pt = WheelContactPoint::new(
&bodies[self.chassis],
ground_object
.and_then(|h| colliders[h].parent())
.map(|h| &bodies[h]),
wheel.raycast_info.contact_point_ws,
self.forward_ws[wheel_id],
max_impulse,
);
assert!(num_wheels_on_ground > 0);
rolling_friction = contact_pt.calc_rolling_friction(num_wheels_on_ground);
}
}
//switch between active rolling (throttle), braking and non-active rolling friction (no throttle/break)
wheel.forward_impulse = 0.0;
wheel.skid_info = 1.0;
if ground_object.is_some() {
let max_imp = wheel.wheel_suspension_force * dt * wheel.friction_slip;
let max_imp_side = max_imp;
let max_imp_squared = max_imp * max_imp_side;
assert!(max_imp_squared >= 0.0);
wheel.forward_impulse = rolling_friction;
let x = wheel.forward_impulse * fwd_factor;
let y = wheel.side_impulse * side_factor;
let impulse_squared = x * x + y * y;
if impulse_squared > max_imp_squared {
sliding = true;
let factor = max_imp * crate::utils::inv(impulse_squared.sqrt());
wheel.skid_info *= factor;
}
}
}
}
if sliding {
for wheel in &mut self.wheels {
if wheel.side_impulse != 0.0 {
if wheel.skid_info < 1.0 {
wheel.forward_impulse *= wheel.skid_info;
wheel.side_impulse *= wheel.skid_info;
}
}
}
}
// apply the impulses
{
let chassis = bodies
.get_mut_internal_with_modification_tracking(self.chassis)
.unwrap();
for wheel_id in 0..num_wheels {
let wheel = &self.wheels[wheel_id];
let mut impulse_point = wheel.raycast_info.contact_point_ws;
if wheel.forward_impulse != 0.0 {
chassis.apply_impulse_at_point(
self.forward_ws[wheel_id] * wheel.forward_impulse,
impulse_point,
false,
);
}
if wheel.side_impulse != 0.0 {
let side_impulse = self.axle[wheel_id] * wheel.side_impulse;
let v_chassis_world_up =
chassis.position().rotation * Vector::ith(self.index_up_axis, 1.0);
impulse_point -= v_chassis_world_up
* (v_chassis_world_up.dot(&(impulse_point - chassis.center_of_mass()))
* (1.0 - wheel.roll_influence));
chassis.apply_impulse_at_point(side_impulse, impulse_point, false);
// TODO: apply friction impulse on the ground
// let ground_object = self.wheels[wheel_id].raycast_info.ground_object;
// ground_object.apply_impulse_at_point(
// -side_impulse,
// wheels.raycast_info.contact_point_ws,
// false,
// );
}
}
}
}
}
struct WheelContactPoint<'a> {
body0: &'a RigidBody,
body1: Option<&'a RigidBody>,
friction_position_world: Point<Real>,
friction_direction_world: Vector<Real>,
jac_diag_ab_inv: Real,
max_impulse: Real,
}
impl<'a> WheelContactPoint<'a> {
pub fn new(
body0: &'a RigidBody,
body1: Option<&'a RigidBody>,
friction_position_world: Point<Real>,
friction_direction_world: Vector<Real>,
max_impulse: Real,
) -> Self {
fn impulse_denominator(body: &RigidBody, pos: &Point<Real>, n: &Vector<Real>) -> Real {
let dpt = pos - body.center_of_mass();
let gcross = dpt.gcross(*n);
let v = (body.mprops.effective_world_inv_inertia_sqrt
* (body.mprops.effective_world_inv_inertia_sqrt * gcross))
.gcross(dpt);
// TODO: take the effective inv mass into account instead of the inv_mass?
body.mprops.local_mprops.inv_mass + n.dot(&v)
}
let denom0 =
impulse_denominator(body0, &friction_position_world, &friction_direction_world);
let denom1 = body1
.map(|body1| {
impulse_denominator(body1, &friction_position_world, &friction_direction_world)
})
.unwrap_or(0.0);
let relaxation = 1.0;
let jac_diag_ab_inv = relaxation / (denom0 + denom1);
Self {
body0,
body1,
friction_position_world,
friction_direction_world,
jac_diag_ab_inv,
max_impulse,
}
}
pub fn calc_rolling_friction(&self, num_wheels_on_ground: usize) -> Real {
let contact_pos_world = self.friction_position_world;
let max_impulse = self.max_impulse;
let vel1 = self.body0.velocity_at_point(&contact_pos_world);
let vel2 = self
.body1
.map(|b| b.velocity_at_point(&contact_pos_world))
.unwrap_or_else(Vector::zeros);
let vel = vel1 - vel2;
let vrel = self.friction_direction_world.dot(&vel);
// calculate friction that moves us to zero relative velocity
(-vrel * self.jac_diag_ab_inv / (num_wheels_on_ground as Real))
.clamp(-max_impulse, max_impulse)
}
}
fn resolve_single_bilateral(
body1: &RigidBody,
pt1: &Point<Real>,
body2: &RigidBody,
pt2: &Point<Real>,
normal: &Vector<Real>,
) -> Real {
let vel1 = body1.velocity_at_point(pt1);
let vel2 = body2.velocity_at_point(pt2);
let dvel = vel1 - vel2;
let dpt1 = pt1 - body1.center_of_mass();
let dpt2 = pt2 - body2.center_of_mass();
let aj = dpt1.gcross(*normal);
let bj = dpt2.gcross(-*normal);
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
let ibj = body2.mprops.effective_world_inv_inertia_sqrt * bj;
// TODO: take the effective_inv_mass into account?
let im1 = body1.mprops.local_mprops.inv_mass;
let im2 = body2.mprops.local_mprops.inv_mass;
let jac_diag_ab = im1 + im2 + iaj.gdot(iaj) + ibj.gdot(ibj);
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
let rel_vel = normal.dot(&dvel);
//todo: move this into proper structure
let contact_damping = 0.2;
-contact_damping * rel_vel * jac_diag_ab_inv
}
fn resolve_single_unilateral(body1: &RigidBody, pt1: &Point<Real>, normal: &Vector<Real>) -> Real {
let vel1 = body1.velocity_at_point(pt1);
let dvel = vel1;
let dpt1 = pt1 - body1.center_of_mass();
let aj = dpt1.gcross(*normal);
let iaj = body1.mprops.effective_world_inv_inertia_sqrt * aj;
// TODO: take the effective_inv_mass into account?
let im1 = body1.mprops.local_mprops.inv_mass;
let jac_diag_ab = im1 + iaj.gdot(iaj);
let jac_diag_ab_inv = crate::utils::inv(jac_diag_ab);
let rel_vel = normal.dot(&dvel);
//todo: move this into proper structure
let contact_damping = 0.2;
-contact_damping * rel_vel * jac_diag_ab_inv
}

View File

@@ -123,7 +123,6 @@ impl CCDSolver {
) -> Option<Real> {
// Update the query pipeline.
self.query_pipeline.update_with_mode(
islands,
bodies,
colliders,
QueryPipelineMode::SweepTestWithPredictedPosition { dt },
@@ -245,7 +244,6 @@ impl CCDSolver {
// Update the query pipeline.
self.query_pipeline.update_with_mode(
islands,
bodies,
colliders,
QueryPipelineMode::SweepTestWithNextPosition,

View File

@@ -1,6 +1,6 @@
use crate::dynamics::{
ImpulseJointSet, MultibodyJointSet, RigidBodyActivation, RigidBodyColliders, RigidBodyHandle,
RigidBodyIds, RigidBodySet, RigidBodyType, RigidBodyVelocity,
ImpulseJointSet, MultibodyJointSet, RigidBodyActivation, RigidBodyChanges, RigidBodyColliders,
RigidBodyHandle, RigidBodyIds, RigidBodySet, RigidBodyType, RigidBodyVelocity,
};
use crate::geometry::{ColliderSet, NarrowPhase};
use crate::math::Real;
@@ -96,11 +96,18 @@ impl IslandManager {
// attempting to wake-up a rigid-body that has already been deleted.
if bodies.get(handle).map(|rb| rb.body_type()) == Some(RigidBodyType::Dynamic) {
let rb = bodies.index_mut_internal(handle);
rb.activation.wake_up(strong);
if self.active_dynamic_set.get(rb.ids.active_set_id) != Some(&handle) {
rb.ids.active_set_id = self.active_dynamic_set.len();
self.active_dynamic_set.push(handle);
// Check that the user didnt change the sleeping state explicitly, in which
// case we dont overwrite it.
if !rb.changes.contains(RigidBodyChanges::SLEEP) {
rb.activation.wake_up(strong);
if rb.is_enabled()
&& self.active_dynamic_set.get(rb.ids.active_set_id) != Some(&handle)
{
rb.ids.active_set_id = self.active_dynamic_set.len();
self.active_dynamic_set.push(handle);
}
}
}
}
@@ -256,12 +263,12 @@ impl IslandManager {
// in contact or joined with this collider.
push_contacting_bodies(&rb.colliders, colliders, narrow_phase, &mut self.stack);
for inter in impulse_joints.attached_joints(handle) {
for inter in impulse_joints.attached_enabled_joints(handle) {
let other = crate::utils::select_other((inter.0, inter.1), handle);
self.stack.push(other);
}
for other in multibody_joints.attached_bodies(handle) {
for other in multibody_joints.bodies_attached_with_enabled_joint(handle) {
self.stack.push(other);
}

View File

@@ -182,6 +182,19 @@ impl JointMotor {
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Enum indicating whether or not a joint is enabled.
pub enum JointEnabled {
/// The joint is enabled.
Enabled,
/// The joint wasnt disabled by the user explicitly but it is attached to
/// a disabled rigid-body.
DisabledByAttachedBody,
/// The joint is disabled by the user explicitly.
Disabled,
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
/// A generic joint.
@@ -208,6 +221,8 @@ pub struct GenericJoint {
pub motors: [JointMotor; SPATIAL_DIM],
/// Are contacts between the attached rigid-bodies enabled?
pub contacts_enabled: bool,
/// Whether or not the joint is enabled.
pub enabled: JointEnabled,
}
impl Default for GenericJoint {
@@ -222,6 +237,7 @@ impl Default for GenericJoint {
limits: [JointLimits::default(); SPATIAL_DIM],
motors: [JointMotor::default(); SPATIAL_DIM],
contacts_enabled: true,
enabled: JointEnabled::Enabled,
}
}
}
@@ -260,6 +276,27 @@ impl GenericJoint {
}
}
/// Is this joint enabled?
pub fn is_enabled(&self) -> bool {
self.enabled == JointEnabled::Enabled
}
/// Set whether this joint is enabled or not.
pub fn set_enabled(&mut self, enabled: bool) {
match self.enabled {
JointEnabled::Enabled | JointEnabled::DisabledByAttachedBody => {
if !enabled {
self.enabled = JointEnabled::Disabled;
}
}
JointEnabled::Disabled => {
if enabled {
self.enabled = JointEnabled::Enabled;
}
}
}
}
/// Add the specified axes to the set of axes locked by this joint.
pub fn lock_axes(&mut self, axes: JointAxesMask) -> &mut Self {
self.locked_axes |= axes;

View File

@@ -72,11 +72,11 @@ impl ImpulseJointSet {
}
/// Iterates through all the joints between two rigid-bodies.
pub fn joints_between<'a>(
&'a self,
pub fn joints_between(
&self,
body1: RigidBodyHandle,
body2: RigidBodyHandle,
) -> impl Iterator<Item = (ImpulseJointHandle, &'a ImpulseJoint)> {
) -> impl Iterator<Item = (ImpulseJointHandle, &ImpulseJoint)> {
self.rb_graph_ids
.get(body1.0)
.zip(self.rb_graph_ids.get(body2.0))
@@ -86,15 +86,15 @@ impl ImpulseJointSet {
}
/// Iterates through all the impulse joints attached to the given rigid-body.
pub fn attached_joints<'a>(
&'a self,
pub fn attached_joints(
&self,
body: RigidBodyHandle,
) -> impl Iterator<
Item = (
RigidBodyHandle,
RigidBodyHandle,
ImpulseJointHandle,
&'a ImpulseJoint,
&ImpulseJoint,
),
> {
self.rb_graph_ids
@@ -104,6 +104,35 @@ impl ImpulseJointSet {
.map(|inter| (inter.0, inter.1, inter.2.handle, inter.2))
}
/// Iterates through all the impulse joints attached to the given rigid-body.
pub fn map_attached_joints_mut<'a>(
&'a mut self,
body: RigidBodyHandle,
mut f: impl FnMut(RigidBodyHandle, RigidBodyHandle, ImpulseJointHandle, &mut ImpulseJoint),
) {
self.rb_graph_ids.get(body.0).into_iter().for_each(|id| {
for inter in self.joint_graph.interactions_with_mut(*id) {
(f)(inter.0, inter.1, inter.3.handle, inter.3)
}
})
}
/// Iterates through all the enabled impulse joints attached to the given rigid-body.
pub fn attached_enabled_joints(
&self,
body: RigidBodyHandle,
) -> impl Iterator<
Item = (
RigidBodyHandle,
RigidBodyHandle,
ImpulseJointHandle,
&ImpulseJoint,
),
> {
self.attached_joints(body)
.filter(|inter| inter.3.data.is_enabled())
}
/// Is the given joint handle valid?
pub fn contains(&self, handle: ImpulseJointHandle) -> bool {
self.joint_ids.contains(handle.0)
@@ -246,7 +275,7 @@ impl ImpulseJointSet {
ImpulseJointHandle(handle)
}
/// Retrieve all the impulse_joints happening between two active bodies.
/// Retrieve all the enabled impulse joints happening between two active bodies.
// NOTE: this is very similar to the code from NarrowPhase::select_active_interactions.
pub(crate) fn select_active_interactions(
&self,
@@ -264,7 +293,8 @@ impl ImpulseJointSet {
let rb1 = &bodies[joint.body1];
let rb2 = &bodies[joint.body2];
if (rb1.is_dynamic() || rb2.is_dynamic())
if joint.data.is_enabled()
&& (rb1.is_dynamic() || rb2.is_dynamic())
&& (!rb1.is_dynamic() || !rb1.is_sleeping())
&& (!rb2.is_dynamic() || !rb2.is_sleeping())
{

View File

@@ -372,7 +372,7 @@ impl MultibodyJointSet {
}
/// Iterate through the handles of all the rigid-bodies attached to this rigid-body
/// by an multibody_joint.
/// by a multibody_joint.
pub fn attached_bodies<'a>(
&'a self,
body: RigidBodyHandle,
@@ -384,6 +384,21 @@ impl MultibodyJointSet {
.map(move |inter| crate::utils::select_other((inter.0, inter.1), body))
}
/// Iterate through the handles of all the rigid-bodies attached to this rigid-body
/// by an enabled multibody_joint.
pub fn bodies_attached_with_enabled_joint<'a>(
&'a self,
body: RigidBodyHandle,
) -> impl Iterator<Item = RigidBodyHandle> + 'a {
self.attached_bodies(body).filter(move |other| {
if let Some((_, _, link)) = self.joint_between(body, *other) {
link.joint.data.is_enabled()
} else {
false
}
})
}
/// Iterates through all the multibodies on this set.
pub fn multibodies(&self) -> impl Iterator<Item = &Multibody> {
self.multibodies.iter().map(|e| e.1)

View File

@@ -35,6 +35,7 @@ pub struct RigidBody {
pub(crate) body_type: RigidBodyType,
/// The dominance group this rigid-body is part of.
pub(crate) dominance: RigidBodyDominance,
pub(crate) enabled: bool,
/// User-defined data associated to this rigid-body.
pub user_data: u128,
}
@@ -61,6 +62,7 @@ impl RigidBody {
changes: RigidBodyChanges::all(),
body_type: RigidBodyType::Dynamic,
dominance: RigidBodyDominance::default(),
enabled: true,
user_data: 0,
}
}
@@ -81,6 +83,28 @@ impl RigidBody {
&mut self.activation
}
/// Is this rigid-body enabled?
pub fn is_enabled(&self) -> bool {
self.enabled
}
/// Sets whether this rigid-body is enabled or not.
pub fn set_enabled(&mut self, enabled: bool) {
if enabled != self.enabled {
if enabled {
// NOTE: this is probably overkill, but it makes sure we dont
// forget anything that needs to be updated because the rigid-body
// was basically interpreted as if it was removed while it was
// disabled.
self.changes = RigidBodyChanges::all();
} else {
self.changes |= RigidBodyChanges::ENABLED_OR_DISABLED;
}
self.enabled = enabled;
}
}
/// The linear damping coefficient of this rigid-body.
#[inline]
pub fn linear_damping(&self) -> Real {
@@ -111,7 +135,7 @@ impl RigidBody {
}
/// Sets the type of this rigid-body.
pub fn set_body_type(&mut self, status: RigidBodyType) {
pub fn set_body_type(&mut self, status: RigidBodyType, wake_up: bool) {
if status != self.body_type {
self.changes.insert(RigidBodyChanges::TYPE);
self.body_type = status;
@@ -119,9 +143,19 @@ impl RigidBody {
if status == RigidBodyType::Fixed {
self.vels = RigidBodyVelocity::zero();
}
if self.is_dynamic() && wake_up {
self.wake_up(true);
}
}
}
/// The world-space center-of-mass of this rigid-body.
#[inline]
pub fn center_of_mass(&self) -> &Point<Real> {
&self.mprops.world_com
}
/// The mass-properties of this rigid-body.
#[inline]
pub fn mass_properties(&self) -> &MassProperties {
@@ -963,6 +997,8 @@ pub struct RigidBodyBuilder {
pub ccd_enabled: bool,
/// The dominance group of the rigid-body to be built.
pub dominance_group: i8,
/// Will the rigid-body being built be enabled?
pub enabled: bool,
/// An arbitrary user-defined 128-bit integer associated to the rigid-bodies built by this builder.
pub user_data: u128,
}
@@ -984,6 +1020,7 @@ impl RigidBodyBuilder {
sleeping: false,
ccd_enabled: false,
dominance_group: 0,
enabled: true,
user_data: 0,
}
}
@@ -1230,6 +1267,12 @@ impl RigidBodyBuilder {
self
}
/// Enable or disable the rigid-body after its creation.
pub fn enabled(mut self, enabled: bool) -> Self {
self.enabled = enabled;
self
}
/// Build a new rigid-body with the parameters configured with this builder.
pub fn build(&self) -> RigidBody {
let mut rb = RigidBody::new();
@@ -1252,6 +1295,7 @@ impl RigidBodyBuilder {
rb.damping.angular_damping = self.angular_damping;
rb.forces.gravity_scale = self.gravity_scale;
rb.dominance = RigidBodyDominance(self.dominance_group);
rb.enabled = self.enabled;
rb.enable_ccd(self.ccd_enabled);
if self.can_sleep && self.sleeping {

View File

@@ -112,6 +112,8 @@ bitflags::bitflags! {
const DOMINANCE = 1 << 5;
/// Flag indicating that the local mass-properties of this rigid-body must be recomputed.
const LOCAL_MASS_PROPERTIES = 1 << 6;
/// Flag indicating that the rigid-body was enabled or disabled.
const ENABLED_OR_DISABLED = 1 << 7;
}
}
@@ -329,12 +331,14 @@ impl RigidBodyMassProps {
for handle in &attached_colliders.0 {
if let Some(co) = colliders.get(*handle) {
if let Some(co_parent) = co.parent {
let to_add = co
.mprops
.mass_properties(&*co.shape)
.transform_by(&co_parent.pos_wrt_parent);
self.local_mprops += to_add;
if co.is_enabled() {
if let Some(co_parent) = co.parent {
let to_add = co
.mprops
.mass_properties(&*co.shape)
.transform_by(&co_parent.pos_wrt_parent);
self.local_mprops += to_add;
}
}
}
}

View File

@@ -214,6 +214,7 @@ impl VelocityConstraint {
let constraint = if insert_at.is_none() {
let new_len = out_constraints.len() + 1;
unsafe {
#[allow(invalid_value)]
out_constraints.resize_with(new_len, || {
AnyVelocityConstraint::Nongrouped(
std::mem::MaybeUninit::uninit().assume_init(),

View File

@@ -105,6 +105,7 @@ impl VelocityGroundConstraint {
let constraint = if insert_at.is_none() {
let new_len = out_constraints.len() + 1;
unsafe {
#[allow(invalid_value)]
out_constraints.resize_with(new_len, || {
AnyVelocityConstraint::NongroupedGround(
std::mem::MaybeUninit::uninit().assume_init(),

View File

@@ -176,7 +176,11 @@ impl BroadPhase {
/// This method will actually remove from the proxy list all the proxies
/// marked as deletable by `self.predelete_proxy`, making their proxy
/// handles re-usable by new proxies.
fn complete_removals(&mut self, removed_colliders: &[ColliderHandle]) {
fn complete_removals(
&mut self,
colliders: &mut ColliderSet,
removed_colliders: &[ColliderHandle],
) {
// If there is no layer, there is nothing to remove.
if self.layers.is_empty() {
return;
@@ -224,6 +228,11 @@ impl BroadPhase {
self.proxies.remove(proxy_id);
}
}
if let Some(co) = colliders.get_mut_internal(*removed) {
// Reset the proxy index.
co.bf_data.proxy_index = crate::INVALID_U32;
}
}
}
@@ -460,9 +469,10 @@ impl BroadPhase {
// NOTE: we use `get` because the collider may no longer
// exist if it has been removed.
if let Some(co) = colliders.get_mut_internal(*handle) {
if !co.changes.needs_broad_phase_update() {
if !co.is_enabled() || !co.changes.needs_broad_phase_update() {
continue;
}
let mut new_proxy_id = co.bf_data.proxy_index;
if self.handle_modified_collider(
@@ -496,7 +506,7 @@ impl BroadPhase {
// Phase 5: bottom-up pass to remove proxies, and propagate region removed from smaller
// layers to possible remove regions from larger layers that would become empty that way.
self.complete_removals(removed_colliders);
self.complete_removals(colliders, removed_colliders);
}
/// Propagate regions from the smallest layers up to the larger layers.

View File

@@ -0,0 +1,88 @@
use crate::geometry::{BroadPhasePairEvent, ColliderHandle, ColliderPair, ColliderSet};
use parry::bounding_volume::BoundingVolume;
use parry::math::Real;
use parry::partitioning::Qbvh;
use parry::partitioning::QbvhUpdateWorkspace;
use parry::query::visitors::BoundingVolumeIntersectionsSimultaneousVisitor;
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone)]
pub struct BroadPhase {
qbvh: Qbvh<ColliderHandle>,
stack: Vec<(u32, u32)>,
#[cfg_attr(feature = "serde-serialize", serde(skip))]
workspace: QbvhUpdateWorkspace,
}
impl Default for BroadPhase {
fn default() -> Self {
Self::new()
}
}
impl BroadPhase {
pub fn new() -> Self {
Self {
qbvh: Qbvh::new(),
stack: vec![],
workspace: QbvhUpdateWorkspace::default(),
}
}
#[allow(dead_code)] // This broad-phase is just experimental right now.
pub fn update(
&mut self,
prediction_distance: Real,
colliders: &ColliderSet,
modified_colliders: &[ColliderHandle],
removed_colliders: &[ColliderHandle],
events: &mut Vec<BroadPhasePairEvent>,
) {
let margin = 0.01;
if modified_colliders.is_empty() {
return;
}
// Visitor to find collision pairs.
let mut visitor = BoundingVolumeIntersectionsSimultaneousVisitor::new(
|co1: &ColliderHandle, co2: &ColliderHandle| {
events.push(BroadPhasePairEvent::AddPair(ColliderPair::new(*co1, *co2)));
true
},
);
let full_rebuild = self.qbvh.raw_nodes().is_empty();
if full_rebuild {
self.qbvh.clear_and_rebuild(
colliders.iter().map(|(handle, collider)| {
(
handle,
collider.compute_aabb().loosened(prediction_distance / 2.0),
)
}),
margin,
);
self.qbvh
.traverse_bvtt_with_stack(&self.qbvh, &mut visitor, &mut self.stack);
} else {
for modified in modified_colliders {
self.qbvh.pre_update_or_insert(*modified);
}
for removed in removed_colliders {
self.qbvh.remove(*removed);
}
let _ = self.qbvh.refit(margin, &mut self.workspace, |handle| {
colliders[*handle]
.compute_aabb()
.loosened(prediction_distance / 2.0)
});
self.qbvh
.traverse_modified_bvtt_with_stack(&self.qbvh, &mut visitor, &mut self.stack);
self.qbvh.rebalance(margin, &mut self.workspace);
}
}
}

View File

@@ -7,6 +7,7 @@ use crate::geometry::{
use crate::math::{AngVector, Isometry, Point, Real, Rotation, Vector, DIM};
use crate::parry::transformation::vhacd::VHACDParameters;
use crate::pipeline::{ActiveEvents, ActiveHooks};
use crate::prelude::ColliderEnabled;
use na::Unit;
use parry::bounding_volume::Aabb;
use parry::shape::{Shape, TriMeshFlags};
@@ -154,6 +155,32 @@ impl Collider {
}
}
/// Is this collider enabled?
pub fn is_enabled(&self) -> bool {
match self.flags.enabled {
ColliderEnabled::Enabled => true,
_ => false,
}
}
/// Sets whether or not this collider is enabled.
pub fn set_enabled(&mut self, enabled: bool) {
match self.flags.enabled {
ColliderEnabled::Enabled | ColliderEnabled::DisabledByParent => {
if !enabled {
self.changes.insert(ColliderChanges::ENABLED_OR_DISABLED);
self.flags.enabled = ColliderEnabled::Disabled;
}
}
ColliderEnabled::Disabled => {
if enabled {
self.changes.insert(ColliderChanges::ENABLED_OR_DISABLED);
self.flags.enabled = ColliderEnabled::Enabled;
}
}
}
}
/// Sets the translational part of this collider's position.
pub fn set_translation(&mut self, translation: Vector<Real>) {
self.changes.insert(ColliderChanges::POSITION);
@@ -402,6 +429,8 @@ pub struct ColliderBuilder {
pub collision_groups: InteractionGroups,
/// The solver groups for the collider being built.
pub solver_groups: InteractionGroups,
/// Will the collider being built be enabled?
pub enabled: bool,
/// The total force magnitude beyond which a contact force event can be emitted.
pub contact_force_event_threshold: Real,
}
@@ -424,6 +453,7 @@ impl ColliderBuilder {
active_collision_types: ActiveCollisionTypes::default(),
active_hooks: ActiveHooks::empty(),
active_events: ActiveEvents::empty(),
enabled: true,
contact_force_event_threshold: 0.0,
}
}
@@ -834,6 +864,12 @@ impl ColliderBuilder {
self
}
/// Enable or disable the collider after its creation.
pub fn enabled(mut self, enabled: bool) -> Self {
self.enabled = enabled;
self
}
/// Builds a new collider attached to the given rigid-body.
pub fn build(&self) -> Collider {
let shape = self.shape.clone();
@@ -849,6 +885,11 @@ impl ColliderBuilder {
active_collision_types: self.active_collision_types,
active_hooks: self.active_hooks,
active_events: self.active_events,
enabled: if self.enabled {
ColliderEnabled::Enabled
} else {
ColliderEnabled::Disabled
},
};
let changes = ColliderChanges::all();
let pos = ColliderPosition(self.position);

View File

@@ -64,6 +64,8 @@ bitflags::bitflags! {
/// This flags is automatically set by the `PhysicsPipeline` when the `RigidBodyChanges::DOMINANCE`
/// or `RigidBodyChanges::TYPE` of the parent rigid-body of this collider is detected.
const PARENT_EFFECTIVE_DOMINANCE = 1 << 7; // NF update.
/// Flag indicating that whether or not the collider is enabled was changed.
const ENABLED_OR_DISABLED = 1 << 8; // BF & NF updates.
}
}
@@ -372,6 +374,19 @@ impl Default for ActiveCollisionTypes {
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Enum indicating whether or not a collider is enabled.
pub enum ColliderEnabled {
/// The collider is enabled.
Enabled,
/// The collider wasnt disabled by the user explicitly but it is attached to
/// a disabled rigid-body.
DisabledByParent,
/// The collider is disabled by the user explicitly.
Disabled,
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// A set of flags for controlling collision/intersection filtering, modification, and events.
@@ -389,6 +404,8 @@ pub struct ColliderFlags {
pub active_hooks: ActiveHooks,
/// The events enabled for this collider.
pub active_events: ActiveEvents,
/// Whether or not the collider is enabled.
pub enabled: ColliderEnabled,
}
impl Default for ColliderFlags {
@@ -399,6 +416,7 @@ impl Default for ColliderFlags {
solver_groups: InteractionGroups::all(),
active_hooks: ActiveHooks::empty(),
active_events: ActiveEvents::empty(),
enabled: ColliderEnabled::Enabled,
}
}
}

View File

@@ -41,6 +41,14 @@ impl ColliderSet {
self.colliders.iter().map(|(h, c)| (ColliderHandle(h), c))
}
/// Iterate through all the enabled colliders on this set.
pub fn iter_enabled(&self) -> impl Iterator<Item = (ColliderHandle, &Collider)> {
self.colliders
.iter()
.map(|(h, c)| (ColliderHandle(h), c))
.filter(|(_, c)| c.is_enabled())
}
/// Iterates mutably through all the colliders on this set.
#[cfg(not(feature = "dev-remove-slow-accessors"))]
pub fn iter_mut(&mut self) -> impl Iterator<Item = (ColliderHandle, &mut Collider)> {
@@ -52,6 +60,12 @@ impl ColliderSet {
})
}
/// Iterates mutably through all the enabled colliders on this set.
#[cfg(not(feature = "dev-remove-slow-accessors"))]
pub fn iter_enabled_mut(&mut self) -> impl Iterator<Item = (ColliderHandle, &mut Collider)> {
self.iter_mut().filter(|(_, c)| c.is_enabled())
}
/// The number of colliders on this set.
pub fn len(&self) -> usize {
self.colliders.len()
@@ -268,6 +282,18 @@ impl ColliderSet {
pub(crate) fn get_mut_internal(&mut self, handle: ColliderHandle) -> Option<&mut Collider> {
self.colliders.get_mut(handle.0)
}
// Just a very long name instead of `.get_mut` to make sure
// this is really the method we wanted to use instead of `get_mut_internal`.
#[allow(dead_code)]
pub(crate) fn get_mut_internal_with_modification_tracking(
&mut self,
handle: ColliderHandle,
) -> Option<&mut Collider> {
let result = self.colliders.get_mut(handle.0)?;
Self::mark_as_modified(handle, result, &mut self.modified_colliders);
Some(result)
}
}
impl Index<crate::data::Index> for ColliderSet {

View File

@@ -1,6 +1,9 @@
//! Structures related to geometry: colliders, shapes, etc.
pub use self::broad_phase_multi_sap::{BroadPhase, BroadPhasePairEvent, ColliderPair};
pub use self::broad_phase_multi_sap::{BroadPhasePairEvent, ColliderPair};
pub use self::broad_phase_multi_sap::BroadPhase;
// pub use self::broad_phase_qbvh::BroadPhase;
pub use self::collider_components::*;
pub use self::contact_pair::{
ContactData, ContactManifoldData, ContactPair, IntersectionPair, SolverContact, SolverFlags,
@@ -199,5 +202,6 @@ mod interaction_graph;
mod interaction_groups;
mod narrow_phase;
mod broad_phase_qbvh;
mod collider;
mod collider_set;

View File

@@ -299,7 +299,13 @@ impl NarrowPhase {
}
}
self.handle_modified_colliders(islands, modified_colliders, colliders, bodies, events);
self.handle_user_changes_on_colliders(
islands,
modified_colliders,
colliders,
bodies,
events,
);
}
pub(crate) fn remove_collider(
@@ -393,7 +399,7 @@ impl NarrowPhase {
}
}
pub(crate) fn handle_modified_colliders(
pub(crate) fn handle_user_changes_on_colliders(
&mut self,
mut islands: Option<&mut IslandManager>,
modified_colliders: &[ColliderHandle],

View File

@@ -5,7 +5,7 @@ use crate::geometry::{
BroadPhase, BroadPhasePairEvent, ColliderChanges, ColliderHandle, ColliderPair, NarrowPhase,
};
use crate::math::Real;
use crate::pipeline::{EventHandler, PhysicsHooks};
use crate::pipeline::{EventHandler, PhysicsHooks, QueryPipeline};
use crate::{dynamics::RigidBodySet, geometry::ColliderSet};
/// The collision pipeline, responsible for performing collision detection between colliders.
@@ -111,6 +111,7 @@ impl CollisionPipeline {
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
query_pipeline: Option<&mut QueryPipeline>,
hooks: &dyn PhysicsHooks,
events: &dyn EventHandler,
) {
@@ -127,9 +128,20 @@ impl CollisionPipeline {
None,
bodies,
colliders,
&mut ImpulseJointSet::new(),
&mut MultibodyJointSet::new(),
&modified_bodies,
&mut modified_colliders,
);
// Disabled colliders are treated as if they were removed.
removed_colliders.extend(
modified_colliders
.iter()
.copied()
.filter(|h| colliders.get(*h).map(|c| !c.is_enabled()).unwrap_or(false)),
);
self.detect_collisions(
prediction_distance,
broad_phase,
@@ -143,6 +155,10 @@ impl CollisionPipeline {
true,
);
if let Some(queries) = query_pipeline {
queries.update_incremental(colliders, &modified_colliders, &removed_colliders, true);
}
self.clear_modified_colliders(colliders, &mut modified_colliders);
removed_colliders.clear();
}
@@ -187,6 +203,7 @@ mod tests {
&mut narrow_phase,
&mut rigid_body_set,
&mut collider_set,
None,
&physics_hooks,
&(),
);
@@ -238,6 +255,7 @@ mod tests {
&mut narrow_phase,
&mut rigid_body_set,
&mut collider_set,
None,
&physics_hooks,
&(),
);

View File

@@ -5,7 +5,7 @@ use crate::counters::Counters;
use crate::dynamics::IslandSolver;
use crate::dynamics::{
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
RigidBodyPosition, RigidBodyType,
RigidBodyChanges, RigidBodyHandle, RigidBodyPosition, RigidBodyType,
};
#[cfg(feature = "parallel")]
use crate::dynamics::{JointGraphEdge, ParallelIslandSolver as IslandSolver};
@@ -14,7 +14,7 @@ use crate::geometry::{
ContactManifoldIndex, NarrowPhase, TemporaryInteractionIndex,
};
use crate::math::{Real, Vector};
use crate::pipeline::{EventHandler, PhysicsHooks};
use crate::pipeline::{EventHandler, PhysicsHooks, QueryPipeline};
use {crate::dynamics::RigidBodySet, crate::geometry::ColliderSet};
/// The physics pipeline, responsible for stepping the whole physics simulation.
@@ -77,6 +77,18 @@ impl PhysicsPipeline {
}
}
fn clear_modified_bodies(
&mut self,
bodies: &mut RigidBodySet,
modified_bodies: &mut Vec<RigidBodyHandle>,
) {
for handle in modified_bodies.drain(..) {
if let Some(rb) = bodies.get_mut_internal(handle) {
rb.changes = RigidBodyChanges::empty();
}
}
}
fn detect_collisions(
&mut self,
integration_parameters: &IntegrationParameters,
@@ -404,6 +416,7 @@ impl PhysicsPipeline {
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
ccd_solver: &mut CCDSolver,
mut query_pipeline: Option<&mut QueryPipeline>,
hooks: &dyn PhysicsHooks,
events: &dyn EventHandler,
) {
@@ -422,21 +435,34 @@ impl PhysicsPipeline {
// Apply modifications.
let mut modified_colliders = colliders.take_modified();
let mut removed_colliders = colliders.take_removed();
super::user_changes::handle_user_changes_to_colliders(
bodies,
colliders,
&modified_colliders[..],
);
let modified_bodies = bodies.take_modified();
let mut modified_bodies = bodies.take_modified();
super::user_changes::handle_user_changes_to_rigid_bodies(
Some(islands),
bodies,
colliders,
impulse_joints,
multibody_joints,
&modified_bodies,
&mut modified_colliders,
);
// Disabled colliders are treated as if they were removed.
// NOTE: this must be called here, after handle_user_changes_to_rigid_bodies to take into
// account colliders disabled because of their parent rigid-body.
removed_colliders.extend(
modified_colliders
.iter()
.copied()
.filter(|h| colliders.get(*h).map(|c| !c.is_enabled()).unwrap_or(false)),
);
// TODO: do this only on user-change.
// TODO: do we want some kind of automatic inverse kinematics?
for multibody in &mut multibody_joints.multibodies {
@@ -455,14 +481,19 @@ impl PhysicsPipeline {
colliders,
impulse_joints,
multibody_joints,
&modified_colliders[..],
&mut removed_colliders,
&modified_colliders,
&removed_colliders,
hooks,
events,
true,
);
if let Some(queries) = query_pipeline.as_deref_mut() {
queries.update_incremental(colliders, &modified_colliders, &removed_colliders, false);
}
self.clear_modified_colliders(colliders, &mut modified_colliders);
self.clear_modified_bodies(bodies, &mut modified_bodies);
removed_colliders.clear();
let mut remaining_time = integration_parameters.dt;
@@ -582,13 +613,22 @@ impl PhysicsPipeline {
colliders,
impulse_joints,
multibody_joints,
&mut modified_colliders,
&mut removed_colliders,
&modified_colliders,
&[],
hooks,
events,
false,
);
if let Some(queries) = query_pipeline.as_deref_mut() {
queries.update_incremental(
colliders,
&modified_colliders,
&[],
remaining_substeps == 0,
);
}
self.clear_modified_colliders(colliders, &mut modified_colliders);
}
@@ -650,6 +690,7 @@ mod test {
&mut impulse_joints,
&mut multibody_joints,
&mut CCDSolver::new(),
None,
&(),
&(),
);
@@ -705,6 +746,7 @@ mod test {
&mut impulse_joints,
&mut multibody_joints,
&mut CCDSolver::new(),
None,
&(),
&(),
);
@@ -807,6 +849,7 @@ mod test {
&mut impulse_joints,
&mut multibody_joints,
&mut ccd,
None,
&physics_hooks,
&event_handler,
);

View File

@@ -1,10 +1,10 @@
use crate::dynamics::{IslandManager, RigidBodyHandle};
use crate::dynamics::RigidBodyHandle;
use crate::geometry::{
Aabb, Collider, ColliderHandle, InteractionGroups, PointProjection, Qbvh, Ray, RayIntersection,
};
use crate::math::{Isometry, Point, Real, Vector};
use crate::{dynamics::RigidBodySet, geometry::ColliderSet};
use parry::partitioning::QbvhDataGenerator;
use parry::partitioning::{QbvhDataGenerator, QbvhUpdateWorkspace};
use parry::query::details::{
IntersectionCompositeShapeShapeBestFirstVisitor,
NonlinearTOICompositeShapeShapeBestFirstVisitor, PointCompositeShapeProjBestFirstVisitor,
@@ -30,8 +30,9 @@ pub struct QueryPipeline {
)]
query_dispatcher: Arc<dyn QueryDispatcher>,
qbvh: Qbvh<ColliderHandle>,
tree_built: bool,
dilation_factor: Real,
#[cfg_attr(feature = "serde-serialize", serde(skip))]
workspace: QbvhUpdateWorkspace,
}
struct QueryPipelineAsCompositeShape<'a> {
@@ -310,8 +311,8 @@ impl QueryPipeline {
Self {
query_dispatcher: Arc::new(d),
qbvh: Qbvh::new(),
tree_built: false,
dilation_factor: 0.01,
workspace: QbvhUpdateWorkspace::default(),
}
}
@@ -320,25 +321,46 @@ impl QueryPipeline {
&*self.query_dispatcher
}
/// Update the acceleration structure on the query pipeline.
pub fn update(
/// Update the query pipeline incrementally, avoiding a complete rebuild of its
/// internal data-structure.
pub fn update_incremental(
&mut self,
islands: &IslandManager,
bodies: &RigidBodySet,
colliders: &ColliderSet,
modified_colliders: &[ColliderHandle],
removed_colliders: &[ColliderHandle],
refit_and_rebalance: bool,
) {
self.update_with_mode(
islands,
bodies,
colliders,
QueryPipelineMode::CurrentPosition,
)
// We remove first. This is needed to avoid the ABA problem: if a collider was removed
// and another added right after with the same handle index, we can remove first, and
// then update the new one (but only if its actually exists, to address the case where
// a collider was added/modified and then removed during the same frame).
for removed in removed_colliders {
self.qbvh.remove(*removed);
}
for modified in modified_colliders {
// Check that the collider still exists as it may have been removed.
if colliders.contains(*modified) {
self.qbvh.pre_update_or_insert(*modified);
}
}
if refit_and_rebalance {
let _ = self.qbvh.refit(0.0, &mut self.workspace, |handle| {
colliders[*handle].compute_aabb()
});
self.qbvh.rebalance(0.0, &mut self.workspace);
}
}
/// Update the acceleration structure on the query pipeline.
pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) {
self.update_with_mode(bodies, colliders, QueryPipelineMode::CurrentPosition)
}
/// Update the acceleration structure on the query pipeline.
pub fn update_with_mode(
&mut self,
islands: &IslandManager,
bodies: &RigidBodySet,
colliders: &ColliderSet,
mode: QueryPipelineMode,
@@ -358,12 +380,12 @@ impl QueryPipeline {
fn for_each(&mut self, mut f: impl FnMut(ColliderHandle, Aabb)) {
match self.mode {
QueryPipelineMode::CurrentPosition => {
for (h, co) in self.colliders.iter() {
for (h, co) in self.colliders.iter_enabled() {
f(h, co.shape.compute_aabb(&co.pos))
}
}
QueryPipelineMode::SweepTestWithNextPosition => {
for (h, co) in self.colliders.iter() {
for (h, co) in self.colliders.iter_enabled() {
if let Some(co_parent) = co.parent {
let rb_next_pos = &self.bodies[co_parent.handle].pos.next_position;
let next_position = rb_next_pos * co_parent.pos_wrt_parent;
@@ -374,7 +396,7 @@ impl QueryPipeline {
}
}
QueryPipelineMode::SweepTestWithPredictedPosition { dt } => {
for (h, co) in self.colliders.iter() {
for (h, co) in self.colliders.iter_enabled() {
if let Some(co_parent) = co.parent {
let rb = &self.bodies[co_parent.handle];
let predicted_pos = rb.pos.integrate_forces_and_velocities(
@@ -392,71 +414,12 @@ impl QueryPipeline {
}
}
if !self.tree_built {
let generator = DataGenerator {
bodies,
colliders,
mode,
};
self.qbvh.clear_and_rebuild(generator, self.dilation_factor);
// FIXME: uncomment this once we handle insertion/removals properly.
// self.tree_built = true;
return;
}
for handle in islands.iter_active_bodies() {
let rb = &bodies[handle];
for handle in &rb.colliders.0 {
self.qbvh.pre_update(*handle)
}
}
match mode {
QueryPipelineMode::CurrentPosition => {
self.qbvh.update(
|handle| {
let co = &colliders[*handle];
co.shape.compute_aabb(&co.pos)
},
self.dilation_factor,
);
}
QueryPipelineMode::SweepTestWithNextPosition => {
self.qbvh.update(
|handle| {
let co = &colliders[*handle];
if let Some(parent) = &co.parent {
let rb_next_pos = &bodies[parent.handle].pos.next_position;
let next_position = rb_next_pos * parent.pos_wrt_parent;
co.shape.compute_swept_aabb(&co.pos, &next_position)
} else {
co.shape.compute_aabb(&co.pos)
}
},
self.dilation_factor,
);
}
QueryPipelineMode::SweepTestWithPredictedPosition { dt } => {
self.qbvh.update(
|handle| {
let co = &colliders[*handle];
if let Some(parent) = co.parent {
let rb = &bodies[parent.handle];
let predicted_pos = rb.pos.integrate_forces_and_velocities(
dt, &rb.forces, &rb.vels, &rb.mprops,
);
let next_position = predicted_pos * parent.pos_wrt_parent;
co.shape.compute_swept_aabb(&co.pos, &next_position)
} else {
co.shape.compute_aabb(&co.pos)
}
},
self.dilation_factor,
);
}
}
let generator = DataGenerator {
bodies,
colliders,
mode,
};
self.qbvh.clear_and_rebuild(generator, self.dilation_factor);
}
/// Find the closest intersection between a ray and a set of collider.

View File

@@ -1,7 +1,10 @@
use crate::dynamics::{
IslandManager, RigidBodyChanges, RigidBodyHandle, RigidBodySet, RigidBodyType,
ImpulseJointSet, IslandManager, JointEnabled, MultibodyJointSet, RigidBodyChanges,
RigidBodyHandle, RigidBodySet, RigidBodyType,
};
use crate::geometry::{
ColliderChanges, ColliderEnabled, ColliderHandle, ColliderPosition, ColliderSet,
};
use crate::geometry::{ColliderChanges, ColliderHandle, ColliderPosition, ColliderSet};
pub(crate) fn handle_user_changes_to_colliders(
bodies: &mut RigidBodySet,
@@ -21,10 +24,12 @@ pub(crate) fn handle_user_changes_to_colliders(
}
}
if co
.changes
.intersects(ColliderChanges::SHAPE | ColliderChanges::LOCAL_MASS_PROPERTIES)
{
if co.changes.intersects(
ColliderChanges::SHAPE
| ColliderChanges::LOCAL_MASS_PROPERTIES
| ColliderChanges::ENABLED_OR_DISABLED
| ColliderChanges::PARENT,
) {
if let Some(rb) = co
.parent
.and_then(|p| bodies.get_mut_internal_with_modification_tracking(p.handle))
@@ -40,12 +45,15 @@ pub(crate) fn handle_user_changes_to_rigid_bodies(
mut islands: Option<&mut IslandManager>,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
_multibody_joints: &mut MultibodyJointSet, // FIXME: propagate disabled state to multibodies
modified_bodies: &[RigidBodyHandle],
modified_colliders: &mut Vec<ColliderHandle>,
) {
enum FinalAction {
UpdateActiveKinematicSetId,
UpdateActiveDynamicSetId,
UpdateActiveKinematicSetId(usize),
UpdateActiveDynamicSetId(usize),
RemoveFromIsland,
}
for handle in modified_bodies {
@@ -57,94 +65,92 @@ pub(crate) fn handle_user_changes_to_rigid_bodies(
}
let rb = bodies.index_mut_internal(*handle);
let mut changes = rb.changes;
let mut ids = rb.ids;
let mut activation = rb.activation;
let changes = rb.changes;
let activation = rb.activation;
{
// The body's status changed. We need to make sure
// it is on the correct active set.
if let Some(islands) = islands.as_deref_mut() {
if changes.contains(RigidBodyChanges::TYPE) {
match rb.body_type {
RigidBodyType::Dynamic => {
// Remove from the active kinematic set if it was there.
if islands.active_kinematic_set.get(ids.active_set_id) == Some(handle) {
islands.active_kinematic_set.swap_remove(ids.active_set_id);
final_action = Some((
FinalAction::UpdateActiveKinematicSetId,
ids.active_set_id,
));
if rb.is_enabled() {
// The body's status changed. We need to make sure
// it is on the correct active set.
if let Some(islands) = islands.as_deref_mut() {
if changes.contains(RigidBodyChanges::TYPE) {
match rb.body_type {
RigidBodyType::Dynamic => {
// Remove from the active kinematic set if it was there.
if islands.active_kinematic_set.get(ids.active_set_id)
== Some(handle)
{
islands.active_kinematic_set.swap_remove(ids.active_set_id);
final_action = Some(FinalAction::UpdateActiveKinematicSetId(
ids.active_set_id,
));
}
}
RigidBodyType::KinematicVelocityBased
| RigidBodyType::KinematicPositionBased => {
// Remove from the active dynamic set if it was there.
if islands.active_dynamic_set.get(ids.active_set_id) == Some(handle)
{
islands.active_dynamic_set.swap_remove(ids.active_set_id);
final_action = Some(FinalAction::UpdateActiveDynamicSetId(
ids.active_set_id,
));
}
// Add to the active dynamic set.
activation.wake_up(true);
// Make sure the sleep change flag is set (even if for some
// reasons the rigid-body was already awake) to make
// sure the code handling sleeping change adds the body to
// the active_dynamic_set.
changes.set(RigidBodyChanges::SLEEP, true);
}
RigidBodyType::KinematicVelocityBased
| RigidBodyType::KinematicPositionBased => {
// Remove from the active dynamic set if it was there.
if islands.active_dynamic_set.get(ids.active_set_id) == Some(handle) {
islands.active_dynamic_set.swap_remove(ids.active_set_id);
final_action = Some((
FinalAction::UpdateActiveDynamicSetId,
ids.active_set_id,
));
}
// Add to the active kinematic set.
if islands.active_kinematic_set.get(ids.active_set_id) != Some(handle) {
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
// Add to the active kinematic set.
if islands.active_kinematic_set.get(ids.active_set_id)
!= Some(handle)
{
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
}
}
RigidBodyType::Fixed => {}
}
RigidBodyType::Fixed => {}
}
}
// Update the positions of the colliders.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
rb.colliders
.update_positions(colliders, modified_colliders, &rb.pos.position);
if rb.is_kinematic()
&& islands.active_kinematic_set.get(ids.active_set_id) != Some(handle)
// Update the active kinematic set.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
if rb.is_kinematic()
&& islands.active_kinematic_set.get(ids.active_set_id) != Some(handle)
{
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
}
}
// Push the body to the active set if it is not
// sleeping and if it is not already inside of the active set.
if changes.contains(RigidBodyChanges::SLEEP)
&& rb.is_enabled()
&& !rb.activation.sleeping // May happen if the body was put to sleep manually.
&& rb.is_dynamic() // Only dynamic bodies are in the active dynamic set.
&& islands.active_dynamic_set.get(ids.active_set_id) != Some(handle)
{
ids.active_set_id = islands.active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates.
islands.active_dynamic_set.push(*handle);
}
}
}
// Push the body to the active set if it is not
// sleeping and if it is not already inside of the active set.
if changes.contains(RigidBodyChanges::SLEEP)
&& !activation.sleeping // May happen if the body was put to sleep manually.
&& rb.is_dynamic() // Only dynamic bodies are in the active dynamic set.
&& islands.active_dynamic_set.get(ids.active_set_id) != Some(handle)
{
ids.active_set_id = islands.active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates.
islands.active_dynamic_set.push(*handle);
}
} else {
// We don't use islands. So just update the colliders' positions.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
rb.colliders
.update_positions(colliders, modified_colliders, &rb.pos.position);
}
// Update the colliders' positions.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
rb.colliders
.update_positions(colliders, modified_colliders, &rb.pos.position);
}
if changes.contains(RigidBodyChanges::DOMINANCE)
|| changes.contains(RigidBodyChanges::TYPE)
{
for handle in rb.colliders.0.iter() {
// NOTE: we cant just use `colliders.get_mut_internal_with_modification_tracking`
// here because that would modify the `modified_colliders` inside of the `ColliderSet`
// instead of the one passed to this method.
let co = colliders.index_mut_internal(*handle);
if !co.changes.contains(ColliderChanges::MODIFIED) {
modified_colliders.push(*handle);
@@ -165,22 +171,68 @@ pub(crate) fn handle_user_changes_to_rigid_bodies(
);
}
rb.changes = RigidBodyChanges::empty();
if changes.contains(RigidBodyChanges::ENABLED_OR_DISABLED) {
// Propagate the rigid-bodys enabled/disable status to its colliders.
for handle in rb.colliders.0.iter() {
// NOTE: we cant just use `colliders.get_mut_internal_with_modification_tracking`
// here because that would modify the `modified_colliders` inside of the `ColliderSet`
// instead of the one passed to this method.
let co = colliders.index_mut_internal(*handle);
if !co.changes.contains(ColliderChanges::MODIFIED) {
modified_colliders.push(*handle);
}
if rb.enabled && co.flags.enabled == ColliderEnabled::DisabledByParent {
co.flags.enabled = ColliderEnabled::Enabled;
} else if !rb.enabled && co.flags.enabled == ColliderEnabled::Enabled {
co.flags.enabled = ColliderEnabled::DisabledByParent;
}
co.changes |= ColliderChanges::MODIFIED | ColliderChanges::ENABLED_OR_DISABLED;
}
// Propagate the rigid-bodys enabled/disable status to its attached impulse joints.
impulse_joints.map_attached_joints_mut(*handle, |_, _, _, joint| {
if rb.enabled && joint.data.enabled == JointEnabled::DisabledByAttachedBody {
joint.data.enabled = JointEnabled::Enabled;
} else if !rb.enabled && joint.data.enabled == JointEnabled::Enabled {
joint.data.enabled = JointEnabled::DisabledByAttachedBody;
}
});
// FIXME: Propagate the rigid-bodys enabled/disable status to its attached multibody joints.
// Remove the rigid-body from the island manager.
if !rb.enabled {
final_action = Some(FinalAction::RemoveFromIsland);
}
}
rb.ids = ids;
rb.activation = activation;
}
// Adjust some ids, if needed.
if let Some(islands) = islands.as_deref_mut() {
if let Some((action, id)) = final_action {
let active_set = match action {
FinalAction::UpdateActiveKinematicSetId => &mut islands.active_kinematic_set,
FinalAction::UpdateActiveDynamicSetId => &mut islands.active_dynamic_set,
if let Some(action) = final_action {
match action {
FinalAction::RemoveFromIsland => {
let ids = rb.ids;
islands.rigid_body_removed(*handle, &ids, bodies);
}
FinalAction::UpdateActiveKinematicSetId(id) => {
let active_set = &mut islands.active_kinematic_set;
if id < active_set.len() {
bodies.index_mut_internal(active_set[id]).ids.active_set_id = id;
}
}
FinalAction::UpdateActiveDynamicSetId(id) => {
let active_set = &mut islands.active_dynamic_set;
if id < active_set.len() {
bodies.index_mut_internal(active_set[id]).ids.active_set_id = id;
}
}
};
if id < active_set.len() {
bodies.index_mut_internal(active_set[id]).ids.active_set_id = id;
}
}
}
}

View File

@@ -215,6 +215,7 @@ impl Harness {
&mut physics.impulse_joints,
&mut physics.multibody_joints,
&mut physics.ccd_solver,
Some(&mut physics.query_pipeline),
&*physics.hooks,
event_handler,
);
@@ -233,16 +234,11 @@ impl Harness {
&mut self.physics.impulse_joints,
&mut self.physics.multibody_joints,
&mut self.physics.ccd_solver,
Some(&mut self.physics.query_pipeline),
&*self.physics.hooks,
&self.event_handler,
);
self.physics.query_pipeline.update(
&self.physics.islands,
&self.physics.bodies,
&self.physics.colliders,
);
for plugin in &mut self.plugins {
plugin.step(&mut self.physics, &self.state)
}

View File

@@ -9,6 +9,8 @@ use crate::{debug_render, ui};
use crate::{graphics::GraphicsManager, harness::RunState};
use na::{self, Point2, Point3, Vector3};
#[cfg(feature = "dim3")]
use rapier::control::DynamicRayCastVehicleController;
use rapier::control::KinematicCharacterController;
use rapier::dynamics::{
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyActivation,
@@ -100,6 +102,8 @@ pub struct TestbedState {
pub draw_colls: bool,
pub highlighted_body: Option<RigidBodyHandle>,
pub character_body: Option<RigidBodyHandle>,
#[cfg(feature = "dim3")]
pub vehicle_controller: Option<DynamicRayCastVehicleController>,
// pub grabbed_object: Option<DefaultBodyPartHandle>,
// pub grabbed_object_constraint: Option<DefaultJointConstraintHandle>,
pub grabbed_object_plane: (Point3<f32>, Vector3<f32>),
@@ -178,6 +182,8 @@ impl TestbedApp {
draw_colls: false,
highlighted_body: None,
character_body: None,
#[cfg(feature = "dim3")]
vehicle_controller: None,
// grabbed_object: None,
// grabbed_object_constraint: None,
grabbed_object_plane: (Point3::origin(), na::zero()),
@@ -456,6 +462,11 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
self.state.character_body = Some(handle);
}
#[cfg(feature = "dim3")]
pub fn set_vehicle_controller(&mut self, controller: DynamicRayCastVehicleController) {
self.state.vehicle_controller = Some(controller);
}
pub fn allow_grabbing_behind_ground(&mut self, allow: bool) {
self.state.can_grab_behind_ground = allow;
}
@@ -511,8 +522,12 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
.action_flags
.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
self.state.character_body = None;
self.state.highlighted_body = None;
self.state.character_body = None;
#[cfg(feature = "dim3")]
{
self.state.vehicle_controller = None;
}
#[cfg(all(feature = "dim2", feature = "other-backends"))]
{
@@ -624,6 +639,50 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
self.plugins.0.push(Box::new(plugin));
}
#[cfg(feature = "dim3")]
fn update_vehicle_controller(&mut self, events: &Input<KeyCode>) {
if self.state.running == RunMode::Stop {
return;
}
if let Some(vehicle) = &mut self.state.vehicle_controller {
let mut engine_force = 0.0;
let mut steering_angle = 0.0;
for key in events.get_pressed() {
match *key {
KeyCode::Right => {
steering_angle += -0.7;
}
KeyCode::Left => {
steering_angle += 0.7;
}
KeyCode::Up => {
engine_force += 30.0;
}
KeyCode::Down => {
engine_force += -30.0;
}
_ => {}
}
}
let wheels = vehicle.wheels_mut();
wheels[0].engine_force = engine_force;
wheels[0].steering = steering_angle;
wheels[1].engine_force = engine_force;
wheels[1].steering = steering_angle;
vehicle.update_vehicle(
self.harness.physics.integration_parameters.dt,
&mut self.harness.physics.bodies,
&self.harness.physics.colliders,
&self.harness.physics.query_pipeline,
QueryFilter::exclude_dynamic().exclude_rigid_body(vehicle.chassis),
);
}
}
fn update_character_controller(&mut self, events: &Input<KeyCode>) {
if self.state.running == RunMode::Stop {
return;
@@ -1063,6 +1122,10 @@ fn update_testbed(
testbed.handle_common_events(&*keys);
testbed.update_character_controller(&*keys);
#[cfg(feature = "dim3")]
{
testbed.update_vehicle_controller(&*keys);
}
}
// Update UI
@@ -1245,10 +1308,10 @@ fn update_testbed(
|| state.prev_flags.contains(TestbedStateFlags::WIREFRAME)
!= state.flags.contains(TestbedStateFlags::WIREFRAME)
{
// graphics.toggle_wireframe_mode(
// &harness.physics.colliders,
// state.flags.contains(TestbedStateFlags::WIREFRAME),
// )
graphics.toggle_wireframe_mode(
&harness.physics.colliders,
state.flags.contains(TestbedStateFlags::WIREFRAME),
)
}
if state.prev_flags.contains(TestbedStateFlags::SLEEP)