553 lines
19 KiB
Rust
553 lines
19 KiB
Rust
#![allow(dead_code)]
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use na::{
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Isometry3, Matrix3, Matrix4, Point3, Quaternion, Rotation3, Translation3, Unit, UnitQuaternion,
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Vector3,
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};
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use physx::cooking::PxCooking;
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use physx::foundation::DefaultAllocator;
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use physx::prelude::*;
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use physx::scene::FrictionType;
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use physx::triangle_mesh::TriangleMesh;
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use rapier::counters::Counters;
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use rapier::dynamics::{
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IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
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};
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use rapier::geometry::{Collider, ColliderSet};
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use rapier::utils::WBasis;
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use std::collections::HashMap;
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trait IntoNa {
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type Output;
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fn into_na(self) -> Self::Output;
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}
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impl IntoNa for glam::Mat4 {
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type Output = Matrix4<f32>;
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fn into_na(self) -> Self::Output {
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self.to_cols_array_2d().into()
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}
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}
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impl IntoNa for PxVec3 {
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type Output = Vector3<f32>;
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fn into_na(self) -> Self::Output {
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Vector3::new(self.x(), self.y(), self.z())
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}
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}
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impl IntoNa for PxQuat {
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type Output = Quaternion<f32>;
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fn into_na(self) -> Self::Output {
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Quaternion::new(self.w(), self.x(), self.y(), self.z())
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}
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}
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impl IntoNa for PxTransform {
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type Output = Isometry3<f32>;
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fn into_na(self) -> Self::Output {
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let tra = self.translation().into_na();
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let quat = self.rotation().into_na();
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let unit_quat = Unit::new_unchecked(quat);
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Isometry3::from_parts(tra.into(), unit_quat)
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}
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}
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trait IntoPhysx {
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type Output;
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fn into_physx(self) -> Self::Output;
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}
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impl IntoPhysx for Vector3<f32> {
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type Output = PxVec3;
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fn into_physx(self) -> Self::Output {
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PxVec3::new(self.x, self.y, self.z)
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}
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}
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impl IntoPhysx for Point3<f32> {
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type Output = PxVec3;
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fn into_physx(self) -> Self::Output {
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PxVec3::new(self.x, self.y, self.z)
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}
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}
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impl IntoPhysx for Isometry3<f32> {
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type Output = PxTransform;
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fn into_physx(self) -> Self::Output {
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self.into_glam().into()
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}
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}
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trait IntoGlam {
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type Output;
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fn into_glam(self) -> Self::Output;
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}
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impl IntoGlam for Vector3<f32> {
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type Output = glam::Vec3;
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fn into_glam(self) -> Self::Output {
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glam::vec3(self.x, self.y, self.z)
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}
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}
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impl IntoGlam for Point3<f32> {
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type Output = glam::Vec3;
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fn into_glam(self) -> Self::Output {
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glam::vec3(self.x, self.y, self.z)
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}
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}
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impl IntoGlam for Matrix4<f32> {
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type Output = glam::Mat4;
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fn into_glam(self) -> Self::Output {
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glam::Mat4::from_cols_array_2d(&self.into())
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}
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}
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impl IntoGlam for Isometry3<f32> {
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type Output = glam::Mat4;
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fn into_glam(self) -> Self::Output {
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glam::Mat4::from_cols_array_2d(&self.to_homogeneous().into())
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}
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}
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thread_local! {
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pub static FOUNDATION: std::cell::RefCell<PxPhysicsFoundation> = std::cell::RefCell::new(PhysicsFoundation::default());
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}
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pub struct PhysxWorld {
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// physics: Physics,
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// cooking: Cooking,
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materials: Vec<Owner<PxMaterial>>,
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shapes: Vec<Owner<PxShape>>,
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scene: Option<Owner<PxScene>>,
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}
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impl Drop for PhysxWorld {
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fn drop(&mut self) {
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let scene = self.scene.take();
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// FIXME: we get a segfault if we don't forget the scene.
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std::mem::forget(scene);
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}
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}
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impl PhysxWorld {
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pub fn from_rapier(
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gravity: Vector3<f32>,
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integration_parameters: &IntegrationParameters,
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bodies: &RigidBodySet,
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colliders: &ColliderSet,
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joints: &JointSet,
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use_two_friction_directions: bool,
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num_threads: usize,
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) -> Self {
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FOUNDATION.with(|physics| {
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let mut physics = physics.borrow_mut();
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let mut shapes = Vec::new();
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let mut materials = Vec::new();
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let friction_type = if use_two_friction_directions {
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FrictionType::TwoDirectional
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} else {
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FrictionType::Patch
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};
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let scene_desc = SceneDescriptor {
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gravity: gravity.into_physx(),
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thread_count: num_threads as u32,
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broad_phase_type: BroadPhaseType::AutomaticBoxPruning,
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solver_type: SolverType::PGS,
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friction_type,
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..SceneDescriptor::new(())
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};
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let mut scene: Owner<PxScene> = physics.create(scene_desc).unwrap();
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let mut rapier2dynamic = HashMap::new();
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let mut rapier2static = HashMap::new();
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for (rapier_handle, rb) in bodies.iter() {
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use physx::rigid_dynamic::RigidDynamic;
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use physx::rigid_static::RigidStatic;
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let pos = rb.position().into_physx();
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if rb.is_dynamic() {
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let mut actor = physics.create_dynamic(&pos, rapier_handle).unwrap();
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actor.set_solver_iteration_counts(
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integration_parameters.max_position_iterations as u32,
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integration_parameters.max_velocity_iterations as u32,
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);
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rapier2dynamic.insert(rapier_handle, actor);
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} else {
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let actor = physics.create_static(pos, ()).unwrap();
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rapier2static.insert(rapier_handle, actor);
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}
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}
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for (_, collider) in colliders.iter() {
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if let Some((mut px_shape, px_material, collider_pos)) =
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physx_collider_from_rapier_collider(&mut *physics, &collider)
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{
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let parent_body = &bodies[collider.parent()];
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if !parent_body.is_dynamic() {
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let actor = rapier2static.get_mut(&collider.parent()).unwrap();
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actor.attach_shape(&mut px_shape);
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} else {
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let actor = rapier2dynamic.get_mut(&collider.parent()).unwrap();
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actor.attach_shape(&mut px_shape);
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}
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// physx_sys::PxShape_setLocalPose_mut(shape, &pose);
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shapes.push(px_shape);
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materials.push(px_material);
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}
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}
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// Update mass properties.
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for (rapier_handle, actor) in rapier2dynamic.iter_mut() {
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let rb = &bodies[*rapier_handle];
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let densities: Vec<_> = rb
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.colliders()
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.iter()
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.map(|h| colliders[*h].density())
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.collect();
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unsafe {
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physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
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std::mem::transmute(actor.as_mut()),
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densities.as_ptr(),
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densities.len() as u32,
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std::ptr::null(),
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false,
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);
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}
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}
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/*
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res.setup_joints(joints);
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res
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*/
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for (_, actor) in rapier2static {
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scene.add_static_actor(actor);
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}
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for (_, actor) in rapier2dynamic {
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scene.add_dynamic_actor(actor);
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}
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Self {
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scene: Some(scene),
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shapes,
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materials,
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}
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})
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}
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fn setup_joints(&mut self, joints: &JointSet) {
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/*
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unsafe {
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for joint in joints.iter() {
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let actor1 = self.rapier2physx[&joint.1.body1];
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let actor2 = self.rapier2physx[&joint.1.body2];
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match &joint.1.params {
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JointParams::BallJoint(params) => {
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let frame1 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor1.coords, na::zero()).into_glam(),
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);
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let frame2 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor2.coords, na::zero()).into_glam(),
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);
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physx_sys::phys_PxSphericalJointCreate(
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self.physics.get_raw_mut(),
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actor1.0 as *mut _,
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&frame1 as *const _,
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actor2.0 as *mut _,
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&frame2 as *const _,
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);
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}
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JointParams::RevoluteJoint(params) => {
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// NOTE: orthonormal_basis() returns the two basis vectors.
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// However we only use one and recompute the other just to
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// make sure our basis is right-handed.
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let basis1a = params.local_axis1.orthonormal_basis()[0];
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let basis2a = params.local_axis2.orthonormal_basis()[0];
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let basis1b = params.local_axis1.cross(&basis1a);
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let basis2b = params.local_axis2.cross(&basis2a);
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let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis1.into_inner(),
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basis1a,
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basis1b,
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]));
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let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis2.into_inner(),
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basis2a,
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basis2b,
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]));
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let axisangle1 = rotmat1.scaled_axis();
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let axisangle2 = rotmat2.scaled_axis();
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let frame1 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
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);
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let frame2 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
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);
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physx_sys::phys_PxRevoluteJointCreate(
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self.physics.get_raw_mut(),
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actor1.0 as *mut _,
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&frame1 as *const _,
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actor2.0 as *mut _,
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&frame2 as *const _,
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);
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}
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JointParams::PrismaticJoint(params) => {
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// NOTE: orthonormal_basis() returns the two basis vectors.
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// However we only use one and recompute the other just to
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// make sure our basis is right-handed.
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let basis1a = params.local_axis1().orthonormal_basis()[0];
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let basis2a = params.local_axis2().orthonormal_basis()[0];
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let basis1b = params.local_axis1().cross(&basis1a);
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let basis2b = params.local_axis2().cross(&basis2a);
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let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis1().into_inner(),
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basis1a,
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basis1b,
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]));
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let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis2().into_inner(),
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basis2a,
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basis2b,
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]));
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let axisangle1 = rotmat1.scaled_axis();
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let axisangle2 = rotmat2.scaled_axis();
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let frame1 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
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);
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let frame2 = physx::transform::gl_to_px_tf(
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Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
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);
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let joint = physx_sys::phys_PxPrismaticJointCreate(
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self.physics.get_raw_mut(),
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actor1.0 as *mut _,
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&frame1 as *const _,
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actor2.0 as *mut _,
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&frame2 as *const _,
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);
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if params.limits_enabled {
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let limits = physx_sys::PxJointLinearLimitPair {
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restitution: 0.0,
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bounceThreshold: 0.0,
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stiffness: 0.0,
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damping: 0.0,
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contactDistance: 0.01,
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lower: params.limits[0],
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upper: params.limits[1],
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};
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physx_sys::PxPrismaticJoint_setLimit_mut(joint, &limits);
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physx_sys::PxPrismaticJoint_setPrismaticJointFlag_mut(
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joint,
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physx_sys::PxPrismaticJointFlag::eLIMIT_ENABLED,
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true,
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);
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}
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}
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JointParams::FixedJoint(params) => {
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let frame1 =
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physx::transform::gl_to_px_tf(params.local_anchor1.into_glam());
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let frame2 =
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physx::transform::gl_to_px_tf(params.local_anchor2.into_glam());
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physx_sys::phys_PxFixedJointCreate(
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self.physics.get_raw_mut(),
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actor1.0 as *mut _,
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&frame1 as *const _,
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actor2.0 as *mut _,
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&frame2 as *const _,
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);
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}
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}
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}
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}
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*/
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}
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pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
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let mut scratch = unsafe { ScratchBuffer::new(4) };
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counters.step_started();
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self.scene
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.as_mut()
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.unwrap()
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.step(
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params.dt(),
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None::<&mut physx_sys::PxBaseTask>,
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Some(&mut scratch),
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true,
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)
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.expect("error occurred during PhysX simulation");
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counters.step_completed();
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}
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pub fn sync(&mut self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
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for actor in self.scene.as_mut().unwrap().get_dynamic_actors() {
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let handle = actor.get_user_data();
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let pos = actor.get_global_pose().into_na();
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let rb = &mut bodies[*handle];
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rb.set_position(pos, false);
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for coll_handle in rb.colliders() {
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let collider = &mut colliders[*coll_handle];
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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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}
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fn physx_collider_from_rapier_collider(
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physics: &mut PxPhysicsFoundation,
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// cooking: &PxCooking,
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collider: &Collider,
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) -> Option<(Owner<PxShape>, Owner<PxMaterial>, Isometry3<f32>)> {
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let mut local_pose = *collider.position_wrt_parent();
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let shape = collider.shape();
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let shape_flags = if collider.is_sensor() {
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ShapeFlag::TriggerShape.into()
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} else {
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ShapeFlag::SimulationShape.into()
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};
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let mut material = physics
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.create_material(
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collider.friction,
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collider.friction,
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collider.restitution,
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(),
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)
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.unwrap();
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let materials = &mut [material.as_mut()][..];
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let shape = if let Some(cuboid) = shape.as_cuboid() {
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let geometry = PxBoxGeometry::new(
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cuboid.half_extents.x,
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cuboid.half_extents.y,
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cuboid.half_extents.z,
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);
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physics.create_shape(&geometry, materials, true, shape_flags, ())
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} else if let Some(ball) = shape.as_ball() {
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let geometry = PxSphereGeometry::new(ball.radius);
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physics.create_shape(&geometry, materials, true, shape_flags, ())
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} else if let Some(capsule) = shape.as_capsule() {
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let center = capsule.center();
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let mut dir = capsule.segment.b - capsule.segment.a;
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if dir.x < 0.0 {
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dir = -dir;
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}
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let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir);
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local_pose *= Translation3::from(center.coords) * rot.unwrap_or(UnitQuaternion::identity());
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let geometry = PxCapsuleGeometry::new(capsule.radius, capsule.half_height());
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physics.create_shape(&geometry, materials, true, shape_flags, ())
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} else if let Some(trimesh) = shape.as_trimesh() {
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return None;
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/*
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ColliderDesc::TriMesh {
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vertices: trimesh
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.vertices()
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.iter()
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.map(|pt| pt.into_physx())
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.collect(),
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indices: trimesh.flat_indices().to_vec(),
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mesh_scale: Vector3::repeat(1.0).into_glam(),
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};
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let desc = cooking.create_triangle_mesh(physics, desc);
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if let TriangleMeshCookingResult::Success(trimesh) = desc {
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Some(trimesh)
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} else {
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eprintln!("PhysX triangle mesh construction failed.");
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return None;
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}
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*/
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} else {
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eprintln!("Creating a shape unknown to the PhysX backend.");
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return None;
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};
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shape.map(|s| (s, material, local_pose))
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}
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type PxPhysicsFoundation = PhysicsFoundation<DefaultAllocator, PxShape>;
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type PxMaterial = physx::material::PxMaterial<()>;
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type PxShape = physx::shape::PxShape<(), PxMaterial>;
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type PxArticulationLink = physx::articulation_link::PxArticulationLink<(), PxShape>;
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type PxRigidStatic = physx::rigid_static::PxRigidStatic<(), PxShape>;
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type PxRigidDynamic = physx::rigid_dynamic::PxRigidDynamic<RigidBodyHandle, PxShape>;
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type PxArticulation = physx::articulation::PxArticulation<(), PxArticulationLink>;
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type PxArticulationReducedCoordinate =
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physx::articulation_reduced_coordinate::PxArticulationReducedCoordinate<(), PxArticulationLink>;
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type PxScene = physx::scene::PxScene<
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(),
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PxArticulationLink,
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PxRigidStatic,
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PxRigidDynamic,
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PxArticulation,
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PxArticulationReducedCoordinate,
|
|
OnCollision,
|
|
OnTrigger,
|
|
OnConstraintBreak,
|
|
OnWakeSleep,
|
|
OnAdvance,
|
|
>;
|
|
|
|
/// Next up, the simulation event callbacks need to be defined, and possibly an
|
|
/// allocator callback as well.
|
|
struct OnCollision;
|
|
impl CollisionCallback for OnCollision {
|
|
fn on_collision(
|
|
&mut self,
|
|
_header: &physx_sys::PxContactPairHeader,
|
|
_pairs: &[physx_sys::PxContactPair],
|
|
) {
|
|
}
|
|
}
|
|
struct OnTrigger;
|
|
impl TriggerCallback for OnTrigger {
|
|
fn on_trigger(&mut self, _pairs: &[physx_sys::PxTriggerPair]) {}
|
|
}
|
|
|
|
struct OnConstraintBreak;
|
|
impl ConstraintBreakCallback for OnConstraintBreak {
|
|
fn on_constraint_break(&mut self, _constraints: &[physx_sys::PxConstraintInfo]) {}
|
|
}
|
|
struct OnWakeSleep;
|
|
impl WakeSleepCallback<PxArticulationLink, PxRigidStatic, PxRigidDynamic> for OnWakeSleep {
|
|
fn on_wake_sleep(
|
|
&mut self,
|
|
_actors: &[&physx::actor::ActorMap<PxArticulationLink, PxRigidStatic, PxRigidDynamic>],
|
|
_is_waking: bool,
|
|
) {
|
|
}
|
|
}
|
|
|
|
struct OnAdvance;
|
|
impl AdvanceCallback<PxArticulationLink, PxRigidDynamic> for OnAdvance {
|
|
fn on_advance(
|
|
&self,
|
|
_actors: &[&physx::rigid_body::RigidBodyMap<PxArticulationLink, PxRigidDynamic>],
|
|
_transforms: &[PxTransform],
|
|
) {
|
|
}
|
|
}
|