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:
Sébastien Crozet
2022-07-07 11:22:14 +02:00
committed by GitHub
4 changed files with 36 additions and 6 deletions

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@@ -1,5 +1,10 @@
## Unreleased
### Fixed
- Fix unpredictable broad-phase panic when using small colliders in the simulation.
- Fix collision events being incorrectly generated for any shape that produces multiple
contact manifolds (like triangle meshes).
- Fix panic in the `CollisionPipeline` if a collider is both added and removed before a call
to `CollisionPipeline::step`.
### Modified
- The `RigidBodyBuilder::additional_mass` method will now result in the additional angular inertia
@@ -22,6 +27,16 @@
- Add `ColliderBuilder::mass` to set the mass of the collider instead of its density. Its angular
inertia tensor will be automatically computed based on this mass and its shape.
- Add `Collider::mass` and `Collider::volume` to retrieve the mass or volume of a collider.
- Add the `QueryFilter` that is now used by all the scene queries instead of the `CollisionGroups` and `Fn(ColliderHandle) -> bool`
closure. This `QueryFilter` provides easy access to most common filtering strategies (e.g. dynamic bodies only,
excluding one particular collider, etc.) for scene queries.
- Add force reporting based on contact force events. The `EventHandler` trait has been modified to include
the method `EventHandler::handle_contact_force_event`. Contact force events are generated whenever the sum of the
magnitudes of all the forces between two colliders is greater than any of their
`Collider::contact_force_event_threshold` values (only the colliders wit the `ActiveEvents::CONTACT_FORCE_EVENT` flag
set are taken into account for this threshold).
- Add the `ContactForceEvent` struct that is generated by the `ChannelEventCollector` to report
contact force events.
## v0.13.0 (31 May 2022)
### Fixed

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@@ -26,7 +26,7 @@ pub struct Collider {
pub(crate) material: ColliderMaterial,
pub(crate) flags: ColliderFlags,
pub(crate) bf_data: ColliderBroadPhaseData,
pub(crate) contact_force_event_threshold: Real,
contact_force_event_threshold: Real,
/// User-defined data associated to this collider.
pub user_data: u128,
}
@@ -37,6 +37,18 @@ impl Collider {
self.changes = ColliderChanges::all();
}
pub(crate) fn effective_contact_force_event_threshold(&self) -> Real {
if self
.flags
.active_events
.contains(ActiveEvents::CONTACT_FORCE_EVENTS)
{
self.contact_force_event_threshold
} else {
Real::MAX
}
}
/// The rigid body this collider is attached to.
pub fn parent(&self) -> Option<RigidBodyHandle> {
self.parent.map(|parent| parent.handle)
@@ -412,7 +424,7 @@ impl ColliderBuilder {
active_collision_types: ActiveCollisionTypes::default(),
active_hooks: ActiveHooks::empty(),
active_events: ActiveEvents::empty(),
contact_force_event_threshold: Real::MAX,
contact_force_event_threshold: 0.0,
}
}

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@@ -7,9 +7,12 @@ bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the events generated for this collider.
pub struct ActiveEvents: u32 {
/// If set, Rapier will call `EventHandler::handle_contact_event`
/// If set, Rapier will call `EventHandler::handle_collision_event`
/// whenever relevant for this collider.
const COLLISION_EVENTS = 0b0001;
/// If set, Rapier will call `EventHandler::handle_contact_force_event`
/// whenever relevant for this collider.
const CONTACT_FORCE_EVENTS = 0b0010;
}
}
@@ -48,7 +51,7 @@ pub trait EventHandler: Send + Sync {
///
/// A force event is generated whenever the total force magnitude applied between two
/// colliders is `> Collider::contact_force_event_threshold` value of any of these
/// colliders.
/// colliders with the `ActiveEvents::CONTACT_FORCE_EVENTS` flag set.
///
/// The "total force magnitude" here means "the sum of the magnitudes of the forces applied at
/// 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 {
let co1 = &colliders[pair.collider1];
let co2 = &colliders[pair.collider2];
let threshold = co1
.contact_force_event_threshold
.min(co2.contact_force_event_threshold);
.effective_contact_force_event_threshold()
.min(co2.effective_contact_force_event_threshold());
if threshold < Real::MAX {
let total_magnitude = pair.total_impulse_magnitude() * inv_dt;