Merge pull request #362 from dimforge/active-events-contact-force-event
Add ActiveEvents::CONTACT_FORCE_EVENTS for consistency with ActiveEvents::COLLISION_EVENTS
This commit is contained in:
15
CHANGELOG.md
15
CHANGELOG.md
@@ -1,5 +1,10 @@
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## Unreleased
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### Fixed
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- Fix unpredictable broad-phase panic when using small colliders in the simulation.
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- Fix collision events being incorrectly generated for any shape that produces multiple
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contact manifolds (like triangle meshes).
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- Fix panic in the `CollisionPipeline` if a collider is both added and removed before a call
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to `CollisionPipeline::step`.
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### Modified
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- The `RigidBodyBuilder::additional_mass` method will now result in the additional angular inertia
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@@ -22,6 +27,16 @@
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- Add `ColliderBuilder::mass` to set the mass of the collider instead of its density. Its angular
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inertia tensor will be automatically computed based on this mass and its shape.
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- Add `Collider::mass` and `Collider::volume` to retrieve the mass or volume of a collider.
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- Add the `QueryFilter` that is now used by all the scene queries instead of the `CollisionGroups` and `Fn(ColliderHandle) -> bool`
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closure. This `QueryFilter` provides easy access to most common filtering strategies (e.g. dynamic bodies only,
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excluding one particular collider, etc.) for scene queries.
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- Add force reporting based on contact force events. The `EventHandler` trait has been modified to include
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the method `EventHandler::handle_contact_force_event`. Contact force events are generated whenever the sum of the
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magnitudes of all the forces between two colliders is greater than any of their
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`Collider::contact_force_event_threshold` values (only the colliders wit the `ActiveEvents::CONTACT_FORCE_EVENT` flag
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set are taken into account for this threshold).
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- Add the `ContactForceEvent` struct that is generated by the `ChannelEventCollector` to report
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contact force events.
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## v0.13.0 (31 May 2022)
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### Fixed
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@@ -26,7 +26,7 @@ pub struct Collider {
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pub(crate) material: ColliderMaterial,
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pub(crate) flags: ColliderFlags,
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pub(crate) bf_data: ColliderBroadPhaseData,
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pub(crate) contact_force_event_threshold: Real,
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contact_force_event_threshold: Real,
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/// User-defined data associated to this collider.
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pub user_data: u128,
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}
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@@ -37,6 +37,18 @@ impl Collider {
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self.changes = ColliderChanges::all();
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}
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pub(crate) fn effective_contact_force_event_threshold(&self) -> Real {
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if self
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.flags
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.active_events
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.contains(ActiveEvents::CONTACT_FORCE_EVENTS)
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{
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self.contact_force_event_threshold
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} else {
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Real::MAX
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}
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}
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/// The rigid body this collider is attached to.
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pub fn parent(&self) -> Option<RigidBodyHandle> {
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self.parent.map(|parent| parent.handle)
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@@ -412,7 +424,7 @@ impl ColliderBuilder {
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active_collision_types: ActiveCollisionTypes::default(),
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active_hooks: ActiveHooks::empty(),
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active_events: ActiveEvents::empty(),
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contact_force_event_threshold: Real::MAX,
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contact_force_event_threshold: 0.0,
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}
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}
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@@ -7,9 +7,12 @@ bitflags::bitflags! {
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// Flags affecting the events generated for this collider.
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pub struct ActiveEvents: u32 {
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/// If set, Rapier will call `EventHandler::handle_contact_event`
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/// If set, Rapier will call `EventHandler::handle_collision_event`
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/// whenever relevant for this collider.
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const COLLISION_EVENTS = 0b0001;
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/// If set, Rapier will call `EventHandler::handle_contact_force_event`
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/// whenever relevant for this collider.
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const CONTACT_FORCE_EVENTS = 0b0010;
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}
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}
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@@ -48,7 +51,7 @@ pub trait EventHandler: Send + Sync {
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///
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/// A force event is generated whenever the total force magnitude applied between two
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/// colliders is `> Collider::contact_force_event_threshold` value of any of these
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/// colliders.
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/// colliders with the `ActiveEvents::CONTACT_FORCE_EVENTS` flag set.
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///
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/// The "total force magnitude" here means "the sum of the magnitudes of the forces applied at
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/// all the contact points in a contact pair". Therefore, if the contact pair involves two
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@@ -291,8 +291,8 @@ impl PhysicsPipeline {
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let co1 = &colliders[pair.collider1];
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let co2 = &colliders[pair.collider2];
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let threshold = co1
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.contact_force_event_threshold
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.min(co2.contact_force_event_threshold);
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.effective_contact_force_event_threshold()
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.min(co2.effective_contact_force_event_threshold());
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if threshold < Real::MAX {
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let total_magnitude = pair.total_impulse_magnitude() * inv_dt;
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