Fix compilation in 2D.
This commit is contained in:
@@ -1,6 +1,10 @@
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## v0.2.0 - WIP
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The most significant change on this version is the addition of the `QueryPipeline` responsible for performing
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scene-wide queries. So far only ray-casting has been implemented.
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- Add `PhysicsPipeline::remove_collider(...)` to remove a collider from the `ColliderSet`.
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- Add `ColliderSet::remove(...)` to remove a collider from the `ColliderSet`.
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- Replace `PhysicsPipeline::remove_rigid_body` by `RigidBodySet::remove`.
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- The `JointSet.iter()` now returns an iterator yielding `(JointHandle, &Joint)` instead of just `&Joint`.
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- Add `ColliderDesc::translation(...)` to set the translation of a collider relative to the rigid-body it is attached to.
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- Add `ColliderDesc::rotation(...)` to set the rotation of a collider relative to the rigid-body it is attached to.
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- Add `ColliderDesc::position(...)` to set the position of a collider relative to the rigid-body it is attached to.
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@@ -28,14 +28,9 @@ pub fn init_world(testbed: &mut Testbed) {
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.map(|e| e.0)
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.collect();
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for handle in to_remove {
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physics.pipeline.remove_rigid_body(
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handle,
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&mut physics.broad_phase,
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&mut physics.narrow_phase,
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&mut physics.bodies,
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&mut physics.colliders,
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&mut physics.joints,
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);
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physics
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.bodies
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.remove(handle, &mut physics.colliders, &mut physics.joints);
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graphics.remove_body_nodes(window, handle);
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}
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});
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@@ -124,7 +124,7 @@ impl Shape {
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}
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Shape::Cuboid(cuboid) => cuboid.toi_and_normal_with_ray(position, ray, max_toi, true),
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#[cfg(feature = "dim2")]
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Shape::Triangle(triangle) => {
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Shape::Triangle(_) | Shape::Trimesh(_) => {
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// This is not implemented yet in 2D.
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None
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}
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@@ -132,6 +132,7 @@ impl Shape {
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Shape::Triangle(triangle) => {
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triangle.toi_and_normal_with_ray(position, ray, max_toi, true)
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}
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#[cfg(feature = "dim3")]
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Shape::Trimesh(trimesh) => {
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trimesh.toi_and_normal_with_ray(position, ray, max_toi, true)
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}
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@@ -1,9 +1,14 @@
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use crate::geometry::{Ray, RayIntersection, Triangle, WQuadtree};
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use crate::geometry::{Triangle, WQuadtree};
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use crate::math::{Isometry, Point};
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use crate::ncollide::query::RayCast;
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use na::Point3;
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use ncollide::bounding_volume::{HasBoundingVolume, AABB};
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#[cfg(feature = "dim3")]
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use {
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crate::geometry::{Ray, RayIntersection},
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ncollide::query::RayCast,
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};
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#[derive(Clone)]
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// A triangle mesh.
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@@ -105,6 +110,7 @@ impl Trimesh {
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}
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}
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#[cfg(feature = "dim3")]
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impl RayCast<f32> for Trimesh {
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fn toi_and_normal_with_ray(
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&self,
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@@ -1,6 +1,8 @@
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use crate::geometry::{ColliderHandle, ColliderSet, Ray, AABB};
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use crate::geometry::{WRay, WAABB};
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use crate::math::{Point, Vector};
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use crate::math::Point;
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#[cfg(feature = "dim3")]
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use crate::math::Vector;
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use crate::simd::{SimdFloat, SIMD_WIDTH};
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use ncollide::bounding_volume::BoundingVolume;
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use simba::simd::{SimdBool, SimdValue};
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@@ -252,6 +254,7 @@ impl<T: IndexedData> WQuadtree<T> {
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// Find the axis with minimum variance. This is the axis along
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// which we are **not** subdividing our set.
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#[allow(unused_mut)] // Does not need to be mutable in 2D.
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let mut subdiv_dims = [0, 1];
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#[cfg(feature = "dim3")]
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{
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@@ -466,6 +469,7 @@ impl<T: IndexedData> WQuadtreeIncrementalBuilder<T> {
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// Find the axis with minimum variance. This is the axis along
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// which we are **not** subdividing our set.
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#[allow(unused_mut)] // Does not need to be mutable in 2D.
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let mut subdiv_dims = [0, 1];
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#[cfg(feature = "dim3")]
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{
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@@ -58,18 +58,6 @@ impl PhysicsPipeline {
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}
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}
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/// Remove this.
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pub fn maintain(
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&mut self,
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broad_phase: &mut BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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) {
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broad_phase.maintain(colliders);
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narrow_phase.maintain(colliders, bodies);
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}
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/// Executes one timestep of the physics simulation.
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pub fn step(
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&mut self,
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@@ -82,9 +70,9 @@ impl PhysicsPipeline {
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joints: &mut JointSet,
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events: &dyn EventHandler,
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) {
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// println!("Step");
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self.counters.step_started();
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self.maintain(broad_phase, narrow_phase, bodies, colliders);
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broad_phase.maintain(colliders);
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narrow_phase.maintain(colliders, bodies);
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bodies.maintain_active_set();
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// Update kinematic bodies velocities.
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@@ -98,10 +98,10 @@ impl Box2dWorld {
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fn insert_joints(&mut self, joints: &JointSet) {
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for joint in joints.iter() {
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let body_a = self.rapier2box2d[&joint.body1];
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let body_b = self.rapier2box2d[&joint.body2];
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let body_a = self.rapier2box2d[&joint.1.body1];
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let body_b = self.rapier2box2d[&joint.1.body2];
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match &joint.params {
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match &joint.1.params {
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JointParams::BallJoint(params) => {
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let def = RevoluteJointDef {
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body_a,
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@@ -158,7 +158,7 @@ impl Box2dWorld {
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}
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fn create_fixture(collider: &Collider, body: &mut b2::MetaBody<NoUserData>) {
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let center = na_vec_to_b2_vec(collider.delta().translation.vector);
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let center = na_vec_to_b2_vec(collider.position_wrt_parent().translation.vector);
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let mut fixture_def = b2::FixtureDef::new();
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fixture_def.restitution = 0.0;
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@@ -182,7 +182,7 @@ impl Box2dWorld {
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let points: Vec<_> = poly
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.vertices()
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.iter()
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.map(|p| collider.delta() * p)
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.map(|p| collider.position_wrt_parent() * p)
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.map(|p| na_vec_to_b2_vec(p.coords))
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.collect();
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let b2_shape = b2::PolygonShape::new_with(&points);
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@@ -229,7 +229,7 @@ impl Box2dWorld {
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for coll_handle in body.colliders() {
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let collider = &mut colliders[*coll_handle];
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collider.set_position_debug(pos * collider.delta());
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collider.set_position_debug(pos * collider.position_wrt_parent());
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}
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}
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}
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@@ -1160,7 +1160,7 @@ impl Testbed {
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}
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#[cfg(feature = "dim2")]
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fn highlight_hovered_body(&mut self, window: &Window) {
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fn highlight_hovered_body(&mut self, _window: &Window) {
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// Do nothing for now.
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}
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