Files
rapier/src/dynamics/rigid_body_components.rs
2022-01-23 18:01:50 +01:00

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use crate::data::{ComponentSetMut, ComponentSetOption};
use crate::dynamics::MassProperties;
use crate::geometry::{
ColliderChanges, ColliderHandle, ColliderMassProps, ColliderParent, ColliderPosition,
ColliderShape,
};
use crate::math::{
AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector,
};
use crate::parry::partitioning::IndexedData;
use crate::utils::{WAngularInertia, WCross, WDot};
use num::Zero;
/// The unique handle of a rigid body added to a `RigidBodySet`.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[repr(transparent)]
pub struct RigidBodyHandle(pub crate::data::arena::Index);
impl RigidBodyHandle {
/// Converts this handle into its (index, generation) components.
pub fn into_raw_parts(self) -> (u32, u32) {
self.0.into_raw_parts()
}
/// Reconstructs an handle from its (index, generation) components.
pub fn from_raw_parts(id: u32, generation: u32) -> Self {
Self(crate::data::arena::Index::from_raw_parts(id, generation))
}
/// An always-invalid rigid-body handle.
pub fn invalid() -> Self {
Self(crate::data::arena::Index::from_raw_parts(
crate::INVALID_U32,
crate::INVALID_U32,
))
}
}
impl IndexedData for RigidBodyHandle {
fn default() -> Self {
Self(IndexedData::default())
}
fn index(&self) -> usize {
self.0.index()
}
}
/// The type of a body, governing the way it is affected by external forces.
#[deprecated(note = "renamed as RigidBodyType")]
pub type BodyStatus = RigidBodyType;
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// The status of a body, governing the way it is affected by external forces.
pub enum RigidBodyType {
/// A `RigidBodyType::Dynamic` body can be affected by all external forces.
Dynamic = 0,
/// A `RigidBodyType::Static` body cannot be affected by external forces.
Static = 1,
/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicPositionBased = 2,
/// A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
/// by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicVelocityBased = 3,
// Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
// Disabled,
}
impl RigidBodyType {
/// Is this rigid-body static (i.e. cannot move)?
pub fn is_static(self) -> bool {
self == RigidBodyType::Static
}
/// Is this rigid-body dynamic (i.e. can move and be affected by forces)?
pub fn is_dynamic(self) -> bool {
self == RigidBodyType::Dynamic
}
/// Is this rigid-body kinematic (i.e. can move but is unaffected by forces)?
pub fn is_kinematic(self) -> bool {
self == RigidBodyType::KinematicPositionBased
|| self == RigidBodyType::KinematicVelocityBased
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags describing how the rigid-body has been modified by the user.
pub struct RigidBodyChanges: u32 {
/// Flag indicating that any component of this rigid-body has been modified.
const MODIFIED = 1 << 0;
/// Flag indicating that the `RigidBodyPosition` component of this rigid-body has been modified.
const POSITION = 1 << 1;
/// Flag indicating that the `RigidBodyActivation` component of this rigid-body has been modified.
const SLEEP = 1 << 2;
/// Flag indicating that the `RigidBodyColliders` component of this rigid-body has been modified.
const COLLIDERS = 1 << 3;
/// Flag indicating that the `RigidBodyType` component of this rigid-body has been modified.
const TYPE = 1 << 4;
/// Flag indicating that the `RigidBodyDominance` component of this rigid-body has been modified.
const DOMINANCE = 1 << 5;
}
}
impl Default for RigidBodyChanges {
fn default() -> Self {
RigidBodyChanges::empty()
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The position of this rigid-body.
pub struct RigidBodyPosition {
/// The world-space position of the rigid-body.
pub position: Isometry<Real>,
/// The next position of the rigid-body.
///
/// At the beginning of the timestep, and when the
/// timestep is complete we must have position == next_position
/// except for kinematic bodies.
///
/// The next_position is updated after the velocity and position
/// resolution. Then it is either validated (ie. we set position := set_position)
/// or clamped by CCD.
pub next_position: Isometry<Real>,
}
impl Default for RigidBodyPosition {
fn default() -> Self {
Self {
position: Isometry::identity(),
next_position: Isometry::identity(),
}
}
}
impl RigidBodyPosition {
/// Computes the velocity need to travel from `self.position` to `self.next_position` in
/// a time equal to `1.0 / inv_dt`.
#[must_use]
pub fn interpolate_velocity(&self, inv_dt: Real, local_com: &Point<Real>) -> RigidBodyVelocity {
let com = self.position * local_com;
let shift = Translation::from(com.coords);
let dpos = shift.inverse() * self.next_position * self.position.inverse() * shift;
let angvel;
#[cfg(feature = "dim2")]
{
angvel = dpos.rotation.angle() * inv_dt;
}
#[cfg(feature = "dim3")]
{
angvel = dpos.rotation.scaled_axis() * inv_dt;
}
let linvel = dpos.translation.vector * inv_dt;
RigidBodyVelocity { linvel, angvel }
}
/// Compute new positions after integrating the given forces and velocities.
///
/// This uses a symplectic Euler integration scheme.
#[must_use]
pub fn integrate_forces_and_velocities(
&self,
dt: Real,
forces: &RigidBodyForces,
vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> Isometry<Real> {
let new_vels = forces.integrate(dt, vels, mprops);
new_vels.integrate(dt, &self.position, &mprops.local_mprops.local_com)
}
}
impl<T> From<T> for RigidBodyPosition
where
Isometry<Real>: From<T>,
{
fn from(position: T) -> Self {
let position = position.into();
Self {
position,
next_position: position,
}
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub struct RigidBodyMassPropsFlags: u8 {
/// Flag indicating that the rigid-body cannot translate along the `X` axis.
const TRANSLATION_LOCKED_X = 1 << 0;
/// Flag indicating that the rigid-body cannot translate along the `Y` axis.
const TRANSLATION_LOCKED_Y = 1 << 1;
/// Flag indicating that the rigid-body cannot translate along the `Z` axis.
const TRANSLATION_LOCKED_Z = 1 << 2;
/// Flag indicating that the rigid-body cannot translate along any direction.
const TRANSLATION_LOCKED = Self::TRANSLATION_LOCKED_X.bits | Self::TRANSLATION_LOCKED_Y.bits | Self::TRANSLATION_LOCKED_Z.bits;
/// Flag indicating that the rigid-body cannot rotate along the `X` axis.
const ROTATION_LOCKED_X = 1 << 3;
/// Flag indicating that the rigid-body cannot rotate along the `Y` axis.
const ROTATION_LOCKED_Y = 1 << 4;
/// Flag indicating that the rigid-body cannot rotate along the `Z` axis.
const ROTATION_LOCKED_Z = 1 << 5;
/// Combination of flags indicating that the rigid-body cannot rotate along any axis.
const ROTATION_LOCKED = Self::ROTATION_LOCKED_X.bits | Self::ROTATION_LOCKED_Y.bits | Self::ROTATION_LOCKED_Z.bits;
}
}
// TODO: split this into "LocalMassProps" and `WorldMassProps"?
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The mass properties of this rigid-bodies.
pub struct RigidBodyMassProps {
/// Flags for locking rotation and translation.
pub flags: RigidBodyMassPropsFlags,
/// The local mass properties of the rigid-body.
pub local_mprops: MassProperties,
/// The world-space center of mass of the rigid-body.
pub world_com: Point<Real>,
/// The inverse mass taking into account translation locking.
pub effective_inv_mass: Vector<Real>,
/// The square-root of the world-space inverse angular inertia tensor of the rigid-body,
/// taking into account rotation locking.
pub effective_world_inv_inertia_sqrt: AngularInertia<Real>,
}
impl Default for RigidBodyMassProps {
fn default() -> Self {
Self {
flags: RigidBodyMassPropsFlags::empty(),
local_mprops: MassProperties::zero(),
world_com: Point::origin(),
effective_inv_mass: Vector::zero(),
effective_world_inv_inertia_sqrt: AngularInertia::zero(),
}
}
}
impl From<RigidBodyMassPropsFlags> for RigidBodyMassProps {
fn from(flags: RigidBodyMassPropsFlags) -> Self {
Self {
flags,
..Self::default()
}
}
}
impl From<MassProperties> for RigidBodyMassProps {
fn from(local_mprops: MassProperties) -> Self {
Self {
local_mprops,
..Default::default()
}
}
}
impl RigidBodyMassProps {
/// The mass of the rigid-body.
#[must_use]
pub fn mass(&self) -> Real {
crate::utils::inv(self.local_mprops.inv_mass)
}
/// The effective mass (that takes the potential translation locking into account) of
/// this rigid-body.
#[must_use]
pub fn effective_mass(&self) -> Vector<Real> {
self.effective_inv_mass.map(crate::utils::inv)
}
/// The effective world-space angular inertia (that takes the potential rotation locking into account) of
/// this rigid-body.
#[must_use]
pub fn effective_angular_inertia(&self) -> AngularInertia<Real> {
self.effective_world_inv_inertia_sqrt.squared().inverse()
}
/// Update the world-space mass properties of `self`, taking into account the new position.
pub fn update_world_mass_properties(&mut self, position: &Isometry<Real>) {
self.world_com = self.local_mprops.world_com(&position);
self.effective_inv_mass = Vector::repeat(self.local_mprops.inv_mass);
self.effective_world_inv_inertia_sqrt =
self.local_mprops.world_inv_inertia_sqrt(&position.rotation);
// Take into account translation/rotation locking.
if self
.flags
.contains(RigidBodyMassPropsFlags::TRANSLATION_LOCKED_X)
{
self.effective_inv_mass.x = 0.0;
}
if self
.flags
.contains(RigidBodyMassPropsFlags::TRANSLATION_LOCKED_Y)
{
self.effective_inv_mass.y = 0.0;
}
#[cfg(feature = "dim3")]
if self
.flags
.contains(RigidBodyMassPropsFlags::TRANSLATION_LOCKED_Z)
{
self.effective_inv_mass.z = 0.0;
}
#[cfg(feature = "dim2")]
{
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Z)
{
self.effective_world_inv_inertia_sqrt = 0.0;
}
}
#[cfg(feature = "dim3")]
{
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_X)
{
self.effective_world_inv_inertia_sqrt.m11 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
}
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Y)
{
self.effective_world_inv_inertia_sqrt.m22 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
if self
.flags
.contains(RigidBodyMassPropsFlags::ROTATION_LOCKED_Z)
{
self.effective_world_inv_inertia_sqrt.m33 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The velocities of this rigid-body.
pub struct RigidBodyVelocity {
/// The linear velocity of the rigid-body.
pub linvel: Vector<Real>,
/// The angular velocity of the rigid-body.
pub angvel: AngVector<Real>,
}
impl Default for RigidBodyVelocity {
fn default() -> Self {
Self::zero()
}
}
impl RigidBodyVelocity {
/// Create a new rigid-body velocity component.
#[must_use]
pub fn new(linvel: Vector<Real>, angvel: AngVector<Real>) -> Self {
Self { linvel, angvel }
}
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 3 elements: the `slice[0..2] contains
/// the linear velocity and the `slice[2]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim2")]
pub fn from_slice(slice: &[Real]) -> Self {
Self {
linvel: Vector::new(slice[0], slice[1]),
angvel: slice[2],
}
}
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 6 elements: the `slice[0..3] contains
/// the linear velocity and the `slice[3..6]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim3")]
pub fn from_slice(slice: &[Real]) -> Self {
Self {
linvel: Vector::new(slice[0], slice[1], slice[2]),
angvel: AngVector::new(slice[3], slice[4], slice[5]),
}
}
/// Velocities set to zero.
#[must_use]
pub fn zero() -> Self {
Self {
linvel: na::zero(),
angvel: na::zero(),
}
}
/// This velocity seen as a slice.
///
/// The linear part is stored first.
#[inline]
pub fn as_slice(&self) -> &[Real] {
self.as_vector().as_slice()
}
/// This velocity seen as a mutable slice.
///
/// The linear part is stored first.
#[inline]
pub fn as_mut_slice(&mut self) -> &mut [Real] {
self.as_vector_mut().as_mut_slice()
}
/// This velocity seen as a vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector(&self) -> &na::Vector3<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector3<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector(&self) -> &na::Vector6<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector6<Real> {
unsafe { std::mem::transmute(self) }
}
/// Return `self` rotated by `rotation`.
#[must_use]
pub fn transformed(self, rotation: &Rotation<Real>) -> Self {
Self {
linvel: rotation * self.linvel,
#[cfg(feature = "dim2")]
angvel: self.angvel,
#[cfg(feature = "dim3")]
angvel: rotation * self.angvel,
}
}
/// The approximate kinetic energy of this rigid-body.
///
/// This approximation does not take the rigid-body's mass and angular inertia
/// into account.
#[must_use]
pub fn pseudo_kinetic_energy(&self) -> Real {
self.linvel.norm_squared() + self.angvel.gdot(self.angvel)
}
/// Returns the update velocities after applying the given damping.
#[must_use]
pub fn apply_damping(&self, dt: Real, damping: &RigidBodyDamping) -> Self {
RigidBodyVelocity {
linvel: self.linvel * (1.0 / (1.0 + dt * damping.linear_damping)),
angvel: self.angvel * (1.0 / (1.0 + dt * damping.angular_damping)),
}
}
/// The velocity of the given world-space point on this rigid-body.
#[must_use]
pub fn velocity_at_point(&self, point: &Point<Real>, world_com: &Point<Real>) -> Vector<Real> {
let dpt = point - world_com;
self.linvel + self.angvel.gcross(dpt)
}
/// Integrate the velocities in `self` to compute obtain new positions when moving from the given
/// inital position `init_pos`.
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_pos: &Isometry<Real>,
local_com: &Point<Real>,
) -> Isometry<Real> {
let com = init_pos * local_com;
let shift = Translation::from(com.coords);
let mut result =
shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse() * init_pos;
result.rotation.renormalize_fast();
result
}
/// Are these velocities exactly equal to zero?
#[must_use]
pub fn is_zero(&self) -> bool {
self.linvel.is_zero() && self.angvel.is_zero()
}
/// The kinetic energy of this rigid-body.
#[must_use]
pub fn kinetic_energy(&self, rb_mprops: &RigidBodyMassProps) -> Real {
let mut energy = (rb_mprops.mass() * self.linvel.norm_squared()) / 2.0;
#[cfg(feature = "dim2")]
if !rb_mprops.effective_world_inv_inertia_sqrt.is_zero() {
let inertia_sqrt = 1.0 / rb_mprops.effective_world_inv_inertia_sqrt;
energy += (inertia_sqrt * self.angvel).powi(2) / 2.0;
}
#[cfg(feature = "dim3")]
if !rb_mprops.effective_world_inv_inertia_sqrt.is_zero() {
let inertia_sqrt = rb_mprops
.effective_world_inv_inertia_sqrt
.inverse_unchecked();
energy += (inertia_sqrt * self.angvel).norm_squared() / 2.0;
}
energy
}
/// Applies an impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the linear velocity.
/// This does nothing on non-dynamic bodies.
pub fn apply_impulse(&mut self, rb_mprops: &RigidBodyMassProps, impulse: Vector<Real>) {
self.linvel += impulse.component_mul(&rb_mprops.effective_inv_mass);
}
/// Applies an angular impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the angular velocity.
/// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim2")]
pub fn apply_torque_impulse(&mut self, rb_mprops: &RigidBodyMassProps, torque_impulse: Real) {
self.angvel += rb_mprops.effective_world_inv_inertia_sqrt
* (rb_mprops.effective_world_inv_inertia_sqrt * torque_impulse);
}
/// Applies an angular impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the angular velocity.
/// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim3")]
pub fn apply_torque_impulse(
&mut self,
rb_mprops: &RigidBodyMassProps,
torque_impulse: Vector<Real>,
) {
self.angvel += rb_mprops.effective_world_inv_inertia_sqrt
* (rb_mprops.effective_world_inv_inertia_sqrt * torque_impulse);
}
/// Applies an impulse at the given world-space point of this rigid-body.
/// The impulse is applied right away, changing the linear and/or angular velocities.
/// This does nothing on non-dynamic bodies.
pub fn apply_impulse_at_point(
&mut self,
rb_mprops: &RigidBodyMassProps,
impulse: Vector<Real>,
point: Point<Real>,
) {
let torque_impulse = (point - rb_mprops.world_com).gcross(impulse);
self.apply_impulse(rb_mprops, impulse);
self.apply_torque_impulse(rb_mprops, torque_impulse);
}
}
impl std::ops::Mul<Real> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn mul(self, rhs: Real) -> Self {
RigidBodyVelocity {
linvel: self.linvel * rhs,
angvel: self.angvel * rhs,
}
}
}
impl std::ops::Add<RigidBodyVelocity> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn add(self, rhs: Self) -> Self {
RigidBodyVelocity {
linvel: self.linvel + rhs.linvel,
angvel: self.angvel + rhs.angvel,
}
}
}
impl std::ops::AddAssign<RigidBodyVelocity> for RigidBodyVelocity {
#[must_use]
fn add_assign(&mut self, rhs: Self) {
self.linvel += rhs.linvel;
self.angvel += rhs.angvel;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// Damping factors to progressively slow down a rigid-body.
pub struct RigidBodyDamping {
/// Damping factor for gradually slowing down the translational motion of the rigid-body.
pub linear_damping: Real,
/// Damping factor for gradually slowing down the angular motion of the rigid-body.
pub angular_damping: Real,
}
impl Default for RigidBodyDamping {
fn default() -> Self {
Self {
linear_damping: 0.0,
angular_damping: 0.0,
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The user-defined external forces applied to this rigid-body.
pub struct RigidBodyForces {
/// Accumulation of external forces (only for dynamic bodies).
pub force: Vector<Real>,
/// Accumulation of external torques (only for dynamic bodies).
pub torque: AngVector<Real>,
/// Gravity is multiplied by this scaling factor before it's
/// applied to this rigid-body.
pub gravity_scale: Real,
}
impl Default for RigidBodyForces {
fn default() -> Self {
Self {
force: na::zero(),
torque: na::zero(),
gravity_scale: 1.0,
}
}
}
impl RigidBodyForces {
/// Integrate these forces to compute new velocities.
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> RigidBodyVelocity {
let linear_acc = self.force.component_mul(&mprops.effective_inv_mass);
let angular_acc = mprops.effective_world_inv_inertia_sqrt
* (mprops.effective_world_inv_inertia_sqrt * self.torque);
RigidBodyVelocity {
linvel: init_vels.linvel + linear_acc * dt,
angvel: init_vels.angvel + angular_acc * dt,
}
}
/// Adds to `self` the gravitational force that would result in a gravitational acceleration
/// equal to `gravity`.
pub fn add_gravity_acceleration(&mut self, gravity: &Vector<Real>, mass: &Vector<Real>) {
self.force += gravity.component_mul(&mass) * self.gravity_scale;
}
/// Applies a force at the given world-space point of the rigid-body with the given mass properties.
pub fn apply_force_at_point(
&mut self,
rb_mprops: &RigidBodyMassProps,
force: Vector<Real>,
point: Point<Real>,
) {
self.force += force;
self.torque += (point - rb_mprops.world_com).gcross(force);
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// Information used for Continuous-Collision-Detection.
pub struct RigidBodyCcd {
/// The distance used by the CCD solver to decide if a movement would
/// result in a tunnelling problem.
pub ccd_thickness: Real,
/// The max distance between this rigid-body's center of mass and its
/// furthest collider point.
pub ccd_max_dist: Real,
/// Is CCD active for this rigid-body?
///
/// If `self.ccd_enabled` is `true`, then this is automatically set to
/// `true` when the CCD solver detects that the rigid-body is moving fast
/// enough to potential cause a tunneling problem.
pub ccd_active: bool,
/// Is CCD enabled for this rigid-body?
pub ccd_enabled: bool,
}
impl Default for RigidBodyCcd {
fn default() -> Self {
Self {
ccd_thickness: 0.0,
ccd_max_dist: 0.0,
ccd_active: false,
ccd_enabled: false,
}
}
}
impl RigidBodyCcd {
/// The maximum velocity any point of any collider attached to this rigid-body
/// moving with the given velocity can have.
pub fn max_point_velocity(&self, vels: &RigidBodyVelocity) -> Real {
#[cfg(feature = "dim2")]
return vels.linvel.norm() + vels.angvel.abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
return vels.linvel.norm() + vels.angvel.norm() * self.ccd_max_dist;
}
/// Is this rigid-body moving fast enough so that it may cause a tunneling problem?
pub fn is_moving_fast(
&self,
dt: Real,
vels: &RigidBodyVelocity,
forces: Option<&RigidBodyForces>,
) -> bool {
// NOTE: for the threshold we don't use the exact CCD thickness. Theoretically, we
// should use `self.rb_ccd.ccd_thickness - smallest_contact_dist` where `smallest_contact_dist`
// is the deepest contact (the contact with the largest penetration depth, i.e., the
// negative `dist` with the largest absolute value.
// However, getting this penetration depth assumes querying the contact graph from
// the narrow-phase, which can be pretty expensive. So we use the CCD thickness
// divided by 10 right now. We will see in practice if this value is OK or if we
// should use a smaller (to be less conservative) or larger divisor (to be more conservative).
let threshold = self.ccd_thickness / 10.0;
if let Some(forces) = forces {
let linear_part = (vels.linvel + forces.force * dt).norm();
#[cfg(feature = "dim2")]
let angular_part = (vels.angvel + forces.torque * dt).abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
let angular_part = (vels.angvel + forces.torque * dt).norm() * self.ccd_max_dist;
let vel_with_forces = linear_part + angular_part;
vel_with_forces > threshold
} else {
self.max_point_velocity(vels) * dt > threshold
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq, Eq, Hash)]
/// Internal identifiers used by the physics engine.
pub struct RigidBodyIds {
pub(crate) active_island_id: usize,
pub(crate) active_set_id: usize,
pub(crate) active_set_offset: usize,
pub(crate) active_set_timestamp: u32,
}
impl Default for RigidBodyIds {
fn default() -> Self {
Self {
active_island_id: 0,
active_set_id: 0,
active_set_offset: 0,
active_set_timestamp: 0,
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, PartialEq, Eq)]
/// The set of colliders attached to this rigid-bodies.
///
/// This should not be modified manually unless you really know what
/// you are doing (for example if you are trying to integrate Rapier
/// to a game engine using its component-based interface).
pub struct RigidBodyColliders(pub Vec<ColliderHandle>);
impl Default for RigidBodyColliders {
fn default() -> Self {
Self(vec![])
}
}
impl RigidBodyColliders {
/// Detach a collider from this rigid-body.
pub fn detach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
co_handle: ColliderHandle,
) {
if let Some(i) = self.0.iter().position(|e| *e == co_handle) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
self.0.swap_remove(i);
}
}
/// Attach a collider to this rigid-body.
pub fn attach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
rb_ccd: &mut RigidBodyCcd,
rb_mprops: &mut RigidBodyMassProps,
rb_pos: &RigidBodyPosition,
co_handle: ColliderHandle,
co_pos: &mut ColliderPosition,
co_parent: &ColliderParent,
co_shape: &ColliderShape,
co_mprops: &ColliderMassProps,
) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
co_pos.0 = rb_pos.position * co_parent.pos_wrt_parent;
rb_ccd.ccd_thickness = rb_ccd.ccd_thickness.min(co_shape.ccd_thickness());
let shape_bsphere = co_shape.compute_bounding_sphere(&co_parent.pos_wrt_parent);
rb_ccd.ccd_max_dist = rb_ccd
.ccd_max_dist
.max(shape_bsphere.center.coords.norm() + shape_bsphere.radius);
let mass_properties = co_mprops
.mass_properties(&**co_shape)
.transform_by(&co_parent.pos_wrt_parent);
self.0.push(co_handle);
rb_mprops.local_mprops += mass_properties;
rb_mprops.update_world_mass_properties(&rb_pos.position);
}
/// Update the positions of all the colliders attached to this rigid-body.
pub fn update_positions<Colliders>(
&self,
colliders: &mut Colliders,
modified_colliders: &mut Vec<ColliderHandle>,
parent_pos: &Isometry<Real>,
) where
Colliders: ComponentSetMut<ColliderPosition>
+ ComponentSetMut<ColliderChanges>
+ ComponentSetOption<ColliderParent>,
{
for handle in &self.0 {
// NOTE: the ColliderParent component must exist if we enter this method.
let co_parent: &ColliderParent = colliders
.get(handle.0)
.expect("Could not find the ColliderParent component.");
let new_pos = parent_pos * co_parent.pos_wrt_parent;
// Set the modification flag so we can benefit from the modification-tracking
// when updating the narrow-phase/broad-phase afterwards.
colliders.map_mut_internal(handle.0, |co_changes: &mut ColliderChanges| {
if !co_changes.contains(ColliderChanges::MODIFIED) {
modified_colliders.push(*handle);
}
*co_changes |= ColliderChanges::POSITION;
});
colliders.set_internal(handle.0, ColliderPosition(new_pos));
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
/// The dominance groups of a rigid-body.
pub struct RigidBodyDominance(pub i8);
impl Default for RigidBodyDominance {
fn default() -> Self {
RigidBodyDominance(0)
}
}
impl RigidBodyDominance {
/// The actual dominance group of this rigid-body, after taking into account its type.
pub fn effective_group(&self, status: &RigidBodyType) -> i16 {
if status.is_dynamic() {
self.0 as i16
} else {
i8::MAX as i16 + 1
}
}
}
/// The rb_activation status of a body.
///
/// This controls whether a body is sleeping or not.
/// If the threshold is negative, the body never sleeps.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct RigidBodyActivation {
/// The threshold linear velocity bellow which the body can fall asleep.
pub linear_threshold: Real,
/// The angular linear velocity bellow which the body can fall asleep.
pub angular_threshold: Real,
/// Since how much time can this body sleep?
pub time_since_can_sleep: Real,
/// Is this body sleeping?
pub sleeping: bool,
}
impl Default for RigidBodyActivation {
fn default() -> Self {
Self::active()
}
}
impl RigidBodyActivation {
/// The default linear velocity bellow which a body can be put to sleep.
pub fn default_linear_threshold() -> Real {
0.4
}
/// The default angular velocity bellow which a body can be put to sleep.
pub fn default_angular_threshold() -> Real {
0.5
}
/// The amount of time the rigid-body must remain bellow its linear and angular velocity
/// threshold before falling to sleep.
pub fn default_time_until_sleep() -> Real {
2.0
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is active.
pub fn active() -> Self {
RigidBodyActivation {
linear_threshold: Self::default_linear_threshold(),
angular_threshold: Self::default_angular_threshold(),
time_since_can_sleep: 0.0,
sleeping: false,
}
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is inactive.
pub fn inactive() -> Self {
RigidBodyActivation {
linear_threshold: Self::default_linear_threshold(),
angular_threshold: Self::default_angular_threshold(),
sleeping: true,
time_since_can_sleep: Self::default_time_until_sleep(),
}
}
/// Create a new activation status that prevents the rigid-body from sleeping.
pub fn cannot_sleep() -> Self {
RigidBodyActivation {
linear_threshold: -1.0,
angular_threshold: -1.0,
..Self::active()
}
}
/// Returns `true` if the body is not asleep.
#[inline]
pub fn is_active(&self) -> bool {
!self.sleeping
}
/// Wakes up this rigid-body.
#[inline]
pub fn wake_up(&mut self, strong: bool) {
self.sleeping = false;
if strong {
self.time_since_can_sleep = 0.0;
}
}
/// Put this rigid-body to sleep.
#[inline]
pub fn sleep(&mut self) {
self.sleeping = true;
self.time_since_can_sleep = Self::default_time_until_sleep();
}
}