Files
rapier/src/dynamics/rigid_body.rs
Crozet Sébastien 8f7220f03d Rename cdl to parry.
2021-01-24 11:13:44 +01:00

877 lines
31 KiB
Rust

use crate::dynamics::MassProperties;
use crate::geometry::{
Collider, ColliderHandle, ColliderSet, InteractionGraph, RigidBodyGraphIndex,
};
use crate::math::{
AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector,
};
use crate::utils::{self, WCross, WDot};
use num::Zero;
#[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 BodyStatus {
/// A `BodyStatus::Dynamic` body can be affected by all external forces.
Dynamic,
/// A `BodyStatus::Static` body cannot be affected by external forces.
Static,
/// A `BodyStatus::Kinematic` 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.
Kinematic,
// Semikinematic, // A kinematic that performs automatic CCD with the static environment toi avoid traversing it?
// Disabled,
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub(crate) struct RigidBodyFlags: u8 {
const TRANSLATION_LOCKED = 1 << 0;
const ROTATION_LOCKED_X = 1 << 1;
const ROTATION_LOCKED_Y = 1 << 2;
const ROTATION_LOCKED_Z = 1 << 3;
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub(crate) struct RigidBodyChanges: u32 {
const MODIFIED = 1 << 0;
const POSITION = 1 << 1;
const SLEEP = 1 << 2;
const COLLIDERS = 1 << 3;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// A rigid body.
///
/// To create a new rigid-body, use the `RigidBodyBuilder` structure.
#[derive(Debug, Clone)]
pub struct RigidBody {
/// The world-space position of the rigid-body.
pub(crate) position: Isometry<Real>,
pub(crate) predicted_position: Isometry<Real>,
/// The local mass properties of the rigid-body.
pub(crate) mass_properties: 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: 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>,
/// The linear velocity of the rigid-body.
pub(crate) linvel: Vector<Real>,
/// The angular velocity of the rigid-body.
pub(crate) angvel: AngVector<Real>,
/// 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,
pub(crate) linacc: Vector<Real>,
pub(crate) angacc: AngVector<Real>,
pub(crate) colliders: Vec<ColliderHandle>,
pub(crate) gravity_scale: Real,
/// Whether or not this rigid-body is sleeping.
pub activation: ActivationStatus,
pub(crate) joint_graph_index: RigidBodyGraphIndex,
pub(crate) active_island_id: usize,
pub(crate) active_set_id: usize,
pub(crate) active_set_offset: usize,
pub(crate) active_set_timestamp: u32,
flags: RigidBodyFlags,
pub(crate) changes: RigidBodyChanges,
/// The status of the body, governing how it is affected by external forces.
pub body_status: BodyStatus,
/// User-defined data associated to this rigid-body.
pub user_data: u128,
}
impl RigidBody {
fn new() -> Self {
Self {
position: Isometry::identity(),
predicted_position: Isometry::identity(),
mass_properties: MassProperties::zero(),
world_com: Point::origin(),
effective_inv_mass: 0.0,
effective_world_inv_inertia_sqrt: AngularInertia::zero(),
linvel: Vector::zeros(),
angvel: na::zero(),
linacc: Vector::zeros(),
angacc: na::zero(),
gravity_scale: 1.0,
linear_damping: 0.0,
angular_damping: 0.0,
colliders: Vec::new(),
activation: ActivationStatus::new_active(),
joint_graph_index: InteractionGraph::<(), ()>::invalid_graph_index(),
active_island_id: 0,
active_set_id: 0,
active_set_offset: 0,
active_set_timestamp: 0,
flags: RigidBodyFlags::empty(),
changes: RigidBodyChanges::all(),
body_status: BodyStatus::Dynamic,
user_data: 0,
}
}
pub(crate) fn reset_internal_references(&mut self) {
self.colliders = Vec::new();
self.joint_graph_index = InteractionGraph::<(), ()>::invalid_graph_index();
self.active_island_id = 0;
self.active_set_id = 0;
self.active_set_offset = 0;
self.active_set_timestamp = 0;
}
pub(crate) fn integrate_accelerations(&mut self, dt: Real, gravity: Vector<Real>) {
if self.effective_inv_mass != 0.0 {
self.linvel += (gravity * self.gravity_scale + self.linacc) * dt;
self.linacc = na::zero();
}
self.angvel += self.angacc * dt;
self.angacc = na::zero();
}
/// The mass properties of this rigid-body.
#[inline]
pub fn mass_properties(&self) -> &MassProperties {
&self.mass_properties
}
/// Sets the rigid-body's mass properties.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
#[inline]
pub fn set_mass_properties(&mut self, props: MassProperties, wake_up: bool) {
if self.is_dynamic() && wake_up {
self.wake_up(true);
}
self.mass_properties = props;
}
/// The handles of colliders attached to this rigid body.
pub fn colliders(&self) -> &[ColliderHandle] {
&self.colliders[..]
}
/// Is this rigid body dynamic?
///
/// A dynamic body can move freely and is affected by forces.
pub fn is_dynamic(&self) -> bool {
self.body_status == BodyStatus::Dynamic
}
/// Is this rigid body kinematic?
///
/// A kinematic body can move freely but is not affected by forces.
pub fn is_kinematic(&self) -> bool {
self.body_status == BodyStatus::Kinematic
}
/// Is this rigid body static?
///
/// A static body cannot move and is not affected by forces.
pub fn is_static(&self) -> bool {
self.body_status == BodyStatus::Static
}
/// The mass of this rigid body.
///
/// Returns zero if this rigid body has an infinite mass.
pub fn mass(&self) -> Real {
utils::inv(self.mass_properties.inv_mass)
}
/// The predicted position of this rigid-body.
///
/// If this rigid-body is kinematic this value is set by the `set_next_kinematic_position`
/// method and is used for estimating the kinematic body velocity at the next timestep.
/// For non-kinematic bodies, this value is currently unspecified.
pub fn predicted_position(&self) -> &Isometry<Real> {
&self.predicted_position
}
/// The scale factor applied to the gravity affecting this rigid-body.
pub fn gravity_scale(&self) -> Real {
self.gravity_scale
}
/// Sets the gravity scale facter for this rigid-body.
pub fn set_gravity_scale(&mut self, scale: Real, wake_up: bool) {
if wake_up && self.activation.sleeping {
self.changes.insert(RigidBodyChanges::SLEEP);
self.activation.sleeping = false;
}
self.gravity_scale = scale;
}
/// Adds a collider to this rigid-body.
pub(crate) fn add_collider(&mut self, handle: ColliderHandle, coll: &Collider) {
self.changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
let mass_properties = coll
.mass_properties()
.transform_by(coll.position_wrt_parent());
self.colliders.push(handle);
self.mass_properties += mass_properties;
self.update_world_mass_properties();
}
pub(crate) fn update_colliders_positions(&mut self, colliders: &mut ColliderSet) {
for handle in &self.colliders {
let collider = &mut colliders[*handle];
collider.position = self.position * collider.delta;
collider.predicted_position = self.predicted_position * collider.delta;
}
}
/// Removes a collider from this rigid-body.
pub(crate) fn remove_collider_internal(&mut self, handle: ColliderHandle, coll: &Collider) {
if let Some(i) = self.colliders.iter().position(|e| *e == handle) {
self.changes.set(RigidBodyChanges::COLLIDERS, true);
self.colliders.swap_remove(i);
let mass_properties = coll
.mass_properties()
.transform_by(coll.position_wrt_parent());
self.mass_properties -= mass_properties;
self.update_world_mass_properties();
}
}
/// Put this rigid body to sleep.
///
/// A sleeping body no longer moves and is no longer simulated by the physics engine unless
/// it is waken up. It can be woken manually with `self.wake_up` or automatically due to
/// external forces like contacts.
pub fn sleep(&mut self) {
self.activation.energy = 0.0;
self.activation.sleeping = true;
self.linvel = na::zero();
self.angvel = na::zero();
}
/// Wakes up this rigid body if it is sleeping.
///
/// If `strong` is `true` then it is assured that the rigid-body will
/// remain awake during multiple subsequent timesteps.
pub fn wake_up(&mut self, strong: bool) {
if self.activation.sleeping {
self.changes.insert(RigidBodyChanges::SLEEP);
self.activation.sleeping = false;
}
if (strong || self.activation.energy == 0.0) && self.is_dynamic() {
self.activation.energy = self.activation.threshold.abs() * 2.0;
}
}
pub(crate) fn update_energy(&mut self) {
let mix_factor = 0.01;
let new_energy = (1.0 - mix_factor) * self.activation.energy
+ mix_factor * (self.linvel.norm_squared() + self.angvel.gdot(self.angvel));
self.activation.energy = new_energy.min(self.activation.threshold.abs() * 4.0);
}
/// Is this rigid body sleeping?
pub fn is_sleeping(&self) -> bool {
// TODO: should we:
// - return false for static bodies.
// - return true for non-sleeping dynamic bodies.
// - return true only for kinematic bodies with non-zero velocity?
self.activation.sleeping
}
/// Is the velocity of this body not zero?
pub fn is_moving(&self) -> bool {
!self.linvel.is_zero() || !self.angvel.is_zero()
}
fn integrate_velocity(&self, dt: Real) -> Isometry<Real> {
let com = &self.position * self.mass_properties.local_com;
let shift = Translation::from(com.coords);
shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse()
}
pub(crate) fn integrate(&mut self, dt: Real) {
// TODO: do we want to apply damping before or after the velocity integration?
self.linvel *= 1.0 / (1.0 + dt * self.linear_damping);
self.angvel *= 1.0 / (1.0 + dt * self.angular_damping);
self.position = self.integrate_velocity(dt) * self.position;
}
/// The linear velocity of this rigid-body.
pub fn linvel(&self) -> &Vector<Real> {
&self.linvel
}
/// The angular velocity of this rigid-body.
#[cfg(feature = "dim2")]
pub fn angvel(&self) -> Real {
self.angvel
}
/// The angular velocity of this rigid-body.
#[cfg(feature = "dim3")]
pub fn angvel(&self) -> &Vector<Real> {
&self.angvel
}
/// The linear velocity of this rigid-body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
pub fn set_linvel(&mut self, linvel: Vector<Real>, wake_up: bool) {
self.linvel = linvel;
if self.is_dynamic() && wake_up {
self.wake_up(true)
}
}
/// The angular velocity of this rigid-body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
#[cfg(feature = "dim2")]
pub fn set_angvel(&mut self, angvel: Real, wake_up: bool) {
self.angvel = angvel;
if self.is_dynamic() && wake_up {
self.wake_up(true)
}
}
/// The angular velocity of this rigid-body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
#[cfg(feature = "dim3")]
pub fn set_angvel(&mut self, angvel: Vector<Real>, wake_up: bool) {
self.angvel = angvel;
if self.is_dynamic() && wake_up {
self.wake_up(true)
}
}
/// The world-space position of this rigid-body.
pub fn position(&self) -> &Isometry<Real> {
&self.position
}
/// Sets the position and `next_kinematic_position` of this rigid body.
///
/// This will teleport the rigid-body to the specified position/orientation,
/// completely ignoring any physics rule. If this body is kinematic, this will
/// also set the next kinematic position to the same value, effectively
/// resetting to zero the next interpolated velocity of the kinematic body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
pub fn set_position(&mut self, pos: Isometry<Real>, wake_up: bool) {
self.changes.insert(RigidBodyChanges::POSITION);
self.set_position_internal(pos);
// TODO: Do we really need to check that the body isn't dynamic?
if wake_up && self.is_dynamic() {
self.wake_up(true)
}
}
pub(crate) fn set_position_internal(&mut self, pos: Isometry<Real>) {
self.position = pos;
// TODO: update the predicted position for dynamic bodies too?
if self.is_static() || self.is_kinematic() {
self.predicted_position = pos;
}
}
/// If this rigid body is kinematic, sets its future position after the next timestep integration.
pub fn set_next_kinematic_position(&mut self, pos: Isometry<Real>) {
if self.is_kinematic() {
self.predicted_position = pos;
}
}
pub(crate) fn compute_velocity_from_predicted_position(&mut self, inv_dt: Real) {
let dpos = self.predicted_position * self.position.inverse();
#[cfg(feature = "dim2")]
{
self.angvel = dpos.rotation.angle() * inv_dt;
}
#[cfg(feature = "dim3")]
{
self.angvel = dpos.rotation.scaled_axis() * inv_dt;
}
self.linvel = dpos.translation.vector * inv_dt;
}
pub(crate) fn update_predicted_position(&mut self, dt: Real) {
self.predicted_position = self.integrate_velocity(dt) * self.position;
}
pub(crate) fn update_world_mass_properties(&mut self) {
self.world_com = self.mass_properties.world_com(&self.position);
self.effective_inv_mass = self.mass_properties.inv_mass;
self.effective_world_inv_inertia_sqrt = self
.mass_properties
.world_inv_inertia_sqrt(&self.position.rotation);
// Take into account translation/rotation locking.
if self.flags.contains(RigidBodyFlags::TRANSLATION_LOCKED) {
self.effective_inv_mass = 0.0;
}
#[cfg(feature = "dim2")]
{
if self.flags.contains(RigidBodyFlags::ROTATION_LOCKED_Z) {
self.effective_world_inv_inertia_sqrt = 0.0;
}
}
#[cfg(feature = "dim3")]
{
if self.flags.contains(RigidBodyFlags::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(RigidBodyFlags::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(RigidBodyFlags::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;
}
}
}
/*
* Application of forces/impulses.
*/
/// Applies a force at the center-of-mass of this rigid-body.
pub fn apply_force(&mut self, force: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.linacc += force * self.effective_inv_mass;
if wake_up {
self.wake_up(true);
}
}
}
/// Applies an impulse at the center-of-mass of this rigid-body.
pub fn apply_impulse(&mut self, impulse: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.linvel += impulse * self.effective_inv_mass;
if wake_up {
self.wake_up(true);
}
}
}
/// Applies a torque at the center-of-mass of this rigid-body.
#[cfg(feature = "dim2")]
pub fn apply_torque(&mut self, torque: Real, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.angacc += self.effective_world_inv_inertia_sqrt
* (self.effective_world_inv_inertia_sqrt * torque);
if wake_up {
self.wake_up(true);
}
}
}
/// Applies a torque at the center-of-mass of this rigid-body.
#[cfg(feature = "dim3")]
pub fn apply_torque(&mut self, torque: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.angacc += self.effective_world_inv_inertia_sqrt
* (self.effective_world_inv_inertia_sqrt * torque);
if wake_up {
self.wake_up(true);
}
}
}
/// Applies an impulsive torque at the center-of-mass of this rigid-body.
#[cfg(feature = "dim2")]
pub fn apply_torque_impulse(&mut self, torque_impulse: Real, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.angvel += self.effective_world_inv_inertia_sqrt
* (self.effective_world_inv_inertia_sqrt * torque_impulse);
if wake_up {
self.wake_up(true);
}
}
}
/// Applies an impulsive torque at the center-of-mass of this rigid-body.
#[cfg(feature = "dim3")]
pub fn apply_torque_impulse(&mut self, torque_impulse: Vector<Real>, wake_up: bool) {
if self.body_status == BodyStatus::Dynamic {
self.angvel += self.effective_world_inv_inertia_sqrt
* (self.effective_world_inv_inertia_sqrt * torque_impulse);
if wake_up {
self.wake_up(true);
}
}
}
/// Applies a force at the given world-space point of this rigid-body.
pub fn apply_force_at_point(&mut self, force: Vector<Real>, point: Point<Real>, wake_up: bool) {
let torque = (point - self.world_com).gcross(force);
self.apply_force(force, wake_up);
self.apply_torque(torque, wake_up);
}
/// Applies an impulse at the given world-space point of this rigid-body.
pub fn apply_impulse_at_point(
&mut self,
impulse: Vector<Real>,
point: Point<Real>,
wake_up: bool,
) {
let torque_impulse = (point - self.world_com).gcross(impulse);
self.apply_impulse(impulse, wake_up);
self.apply_torque_impulse(torque_impulse, wake_up);
}
/// The velocity of the given world-space point on this rigid-body.
pub fn velocity_at_point(&self, point: &Point<Real>) -> Vector<Real> {
let dpt = point - self.world_com;
self.linvel + self.angvel.gcross(dpt)
}
}
/// A builder for rigid-bodies.
pub struct RigidBodyBuilder {
position: Isometry<Real>,
linvel: Vector<Real>,
angvel: AngVector<Real>,
gravity_scale: Real,
linear_damping: Real,
angular_damping: Real,
body_status: BodyStatus,
flags: RigidBodyFlags,
mass_properties: MassProperties,
can_sleep: bool,
sleeping: bool,
user_data: u128,
}
impl RigidBodyBuilder {
/// Initialize a new builder for a rigid body which is either static, dynamic, or kinematic.
pub fn new(body_status: BodyStatus) -> Self {
Self {
position: Isometry::identity(),
linvel: Vector::zeros(),
angvel: na::zero(),
gravity_scale: 1.0,
linear_damping: 0.0,
angular_damping: 0.0,
body_status,
flags: RigidBodyFlags::empty(),
mass_properties: MassProperties::zero(),
can_sleep: true,
sleeping: false,
user_data: 0,
}
}
/// Initializes the builder of a new static rigid body.
pub fn new_static() -> Self {
Self::new(BodyStatus::Static)
}
/// Initializes the builder of a new kinematic rigid body.
pub fn new_kinematic() -> Self {
Self::new(BodyStatus::Kinematic)
}
/// Initializes the builder of a new dynamic rigid body.
pub fn new_dynamic() -> Self {
Self::new(BodyStatus::Dynamic)
}
/// Sets the scale applied to the gravity force affecting the rigid-body to be created.
pub fn gravity_scale(mut self, x: Real) -> Self {
self.gravity_scale = x;
self
}
/// Sets the initial translation of the rigid-body to be created.
#[cfg(feature = "dim2")]
pub fn translation(mut self, x: Real, y: Real) -> Self {
self.position.translation.x = x;
self.position.translation.y = y;
self
}
/// Sets the initial translation of the rigid-body to be created.
#[cfg(feature = "dim3")]
pub fn translation(mut self, x: Real, y: Real, z: Real) -> Self {
self.position.translation.x = x;
self.position.translation.y = y;
self.position.translation.z = z;
self
}
/// Sets the initial orientation of the rigid-body to be created.
pub fn rotation(mut self, angle: AngVector<Real>) -> Self {
self.position.rotation = Rotation::new(angle);
self
}
/// Sets the initial position (translation and orientation) of the rigid-body to be created.
pub fn position(mut self, pos: Isometry<Real>) -> Self {
self.position = pos;
self
}
/// An arbitrary user-defined 128-bit integer associated to the rigid-bodies built by this builder.
pub fn user_data(mut self, data: u128) -> Self {
self.user_data = data;
self
}
/// Sets the mass properties of the rigid-body being built.
///
/// Note that the final mass properties of the rigid-bodies depends
/// on the initial mass-properties of the rigid-body (set by this method)
/// to which is added the contributions of all the colliders with non-zero density
/// attached to this rigid-body.
///
/// Therefore, if you want your provided mass properties to be the final
/// mass properties of your rigid-body, don't attach colliders to it, or
/// only attach colliders with densities equal to zero.
pub fn mass_properties(mut self, props: MassProperties) -> Self {
self.mass_properties = props;
self
}
/// Prevents this rigid-body from translating because of forces.
pub fn lock_translations(mut self) -> Self {
self.flags.set(RigidBodyFlags::TRANSLATION_LOCKED, true);
self
}
/// Prevents this rigid-body from rotating because of forces.
pub fn lock_rotations(mut self) -> Self {
self.flags.set(RigidBodyFlags::ROTATION_LOCKED_X, true);
self.flags.set(RigidBodyFlags::ROTATION_LOCKED_Y, true);
self.flags.set(RigidBodyFlags::ROTATION_LOCKED_Z, true);
self
}
/// Only allow rotations of this rigid-body around specific coordinate axes.
#[cfg(feature = "dim3")]
pub fn restrict_rotations(
mut self,
allow_rotations_x: bool,
allow_rotations_y: bool,
allow_rotations_z: bool,
) -> Self {
self.flags
.set(RigidBodyFlags::ROTATION_LOCKED_X, !allow_rotations_x);
self.flags
.set(RigidBodyFlags::ROTATION_LOCKED_Y, !allow_rotations_y);
self.flags
.set(RigidBodyFlags::ROTATION_LOCKED_Z, !allow_rotations_z);
self
}
/// Sets the mass of the rigid-body being built.
pub fn mass(mut self, mass: Real) -> Self {
self.mass_properties.inv_mass = utils::inv(mass);
self
}
/// Sets the angular inertia of this rigid-body.
#[cfg(feature = "dim2")]
pub fn principal_angular_inertia(mut self, inertia: Real) -> Self {
self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia);
self
}
/// Use `self.principal_angular_inertia` instead.
#[cfg(feature = "dim2")]
#[deprecated(note = "renamed to `principal_angular_inertia`.")]
pub fn principal_inertia(self, inertia: Real) -> Self {
self.principal_angular_inertia(inertia)
}
/// Sets the principal angular inertia of this rigid-body.
///
/// In order to lock the rotations of this rigid-body (by
/// making them kinematic), call `.principal_inertia(Vector3::zeros(), Vector3::repeat(false))`.
///
/// If `colliders_contribution_enabled[i]` is `false`, then the principal inertia specified here
/// along the `i`-th local axis of the rigid-body, will be the final principal inertia along
/// the `i`-th local axis of the rigid-body created by this builder.
/// If `colliders_contribution_enabled[i]` is `true`, then the final principal of the rigid-body
/// along its `i`-th local axis will depend on the initial principal inertia set by this method
/// to which is added the contributions of all the colliders with non-zero density
/// attached to this rigid-body.
#[cfg(feature = "dim3")]
pub fn principal_angular_inertia(mut self, inertia: AngVector<Real>) -> Self {
self.mass_properties.inv_principal_inertia_sqrt = inertia.map(utils::inv);
self
}
/// Use `self.principal_angular_inertia` instead.
#[cfg(feature = "dim3")]
#[deprecated(note = "renamed to `principal_angular_inertia`.")]
pub fn principal_inertia(self, inertia: AngVector<Real>) -> Self {
self.principal_angular_inertia(inertia)
}
/// Sets the damping factor for the linear part of the rigid-body motion.
///
/// The higher the linear damping factor is, the more quickly the rigid-body
/// will slow-down its translational movement.
pub fn linear_damping(mut self, factor: Real) -> Self {
self.linear_damping = factor;
self
}
/// Sets the damping factor for the angular part of the rigid-body motion.
///
/// The higher the angular damping factor is, the more quickly the rigid-body
/// will slow-down its rotational movement.
pub fn angular_damping(mut self, factor: Real) -> Self {
self.angular_damping = factor;
self
}
/// Sets the initial linear velocity of the rigid-body to be created.
#[cfg(feature = "dim2")]
pub fn linvel(mut self, x: Real, y: Real) -> Self {
self.linvel = Vector::new(x, y);
self
}
/// Sets the initial linear velocity of the rigid-body to be created.
#[cfg(feature = "dim3")]
pub fn linvel(mut self, x: Real, y: Real, z: Real) -> Self {
self.linvel = Vector::new(x, y, z);
self
}
/// Sets the initial angular velocity of the rigid-body to be created.
pub fn angvel(mut self, angvel: AngVector<Real>) -> Self {
self.angvel = angvel;
self
}
/// Sets whether or not the rigid-body to be created can sleep if it reaches a dynamic equilibrium.
pub fn can_sleep(mut self, can_sleep: bool) -> Self {
self.can_sleep = can_sleep;
self
}
/// Sets whether or not the rigid-body is to be created asleep.
pub fn sleeping(mut self, sleeping: bool) -> Self {
self.sleeping = sleeping;
self
}
/// Build a new rigid-body with the parameters configured with this builder.
pub fn build(&self) -> RigidBody {
let mut rb = RigidBody::new();
rb.predicted_position = self.position; // FIXME: compute the correct value?
rb.set_position_internal(self.position);
rb.linvel = self.linvel;
rb.angvel = self.angvel;
rb.body_status = self.body_status;
rb.user_data = self.user_data;
rb.mass_properties = self.mass_properties;
rb.linear_damping = self.linear_damping;
rb.angular_damping = self.angular_damping;
rb.gravity_scale = self.gravity_scale;
rb.flags = self.flags;
if self.can_sleep && self.sleeping {
rb.sleep();
}
if !self.can_sleep {
rb.activation.threshold = -1.0;
}
rb
}
}
/// The 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)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct ActivationStatus {
/// The threshold pseudo-kinetic energy bellow which the body can fall asleep.
pub threshold: Real,
/// The current pseudo-kinetic energy of the body.
pub energy: Real,
/// Is this body already sleeping?
pub sleeping: bool,
}
impl ActivationStatus {
/// The default amount of energy bellow which a body can be put to sleep by nphysics.
pub fn default_threshold() -> Real {
0.01
}
/// Create a new activation status initialised with the default activation threshold and is active.
pub fn new_active() -> Self {
ActivationStatus {
threshold: Self::default_threshold(),
energy: Self::default_threshold() * 4.0,
sleeping: false,
}
}
/// Create a new activation status initialised with the default activation threshold and is inactive.
pub fn new_inactive() -> Self {
ActivationStatus {
threshold: Self::default_threshold(),
energy: 0.0,
sleeping: true,
}
}
/// Returns `true` if the body is not asleep.
#[inline]
pub fn is_active(&self) -> bool {
self.energy != 0.0
}
}