Files
rapier/src/pipeline/query_pipeline.rs
2021-01-27 14:20:14 +01:00

448 lines
17 KiB
Rust

use crate::dynamics::RigidBodySet;
use crate::geometry::{
Collider, ColliderHandle, ColliderSet, InteractionGroups, PointProjection, Ray,
RayIntersection, SimdQuadTree,
};
use crate::math::{Isometry, Point, Real, Vector};
use crate::parry::motion::RigidMotion;
use parry::query::details::{
IntersectionCompositeShapeShapeBestFirstVisitor,
NonlinearTOICompositeShapeShapeBestFirstVisitor, PointCompositeShapeProjBestFirstVisitor,
PointCompositeShapeProjWithFeatureBestFirstVisitor,
RayCompositeShapeToiAndNormalBestFirstVisitor, RayCompositeShapeToiBestFirstVisitor,
TOICompositeShapeShapeBestFirstVisitor,
};
use parry::query::visitors::{
BoundingVolumeIntersectionsVisitor, PointIntersectionsVisitor, RayIntersectionsVisitor,
};
use parry::query::{DefaultQueryDispatcher, QueryDispatcher, TOI};
use parry::shape::{FeatureId, Shape, TypedSimdCompositeShape};
use std::sync::Arc;
/// A pipeline for performing queries on all the colliders of a scene.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone)]
pub struct QueryPipeline {
#[cfg_attr(
feature = "serde-serialize",
serde(skip, default = "crate::geometry::default_query_dispatcher")
)]
query_dispatcher: Arc<dyn QueryDispatcher>,
quadtree: SimdQuadTree<ColliderHandle>,
tree_built: bool,
dilation_factor: Real,
}
struct QueryPipelineAsCompositeShape<'a> {
query_pipeline: &'a QueryPipeline,
colliders: &'a ColliderSet,
groups: InteractionGroups,
}
impl<'a> TypedSimdCompositeShape for QueryPipelineAsCompositeShape<'a> {
type PartShape = dyn Shape;
type PartId = ColliderHandle;
fn map_typed_part_at(
&self,
shape_id: Self::PartId,
mut f: impl FnMut(Option<&Isometry<Real>>, &Self::PartShape),
) {
if let Some(collider) = self.colliders.get(shape_id) {
if collider.collision_groups.test(self.groups) {
f(Some(collider.position()), collider.shape())
}
}
}
fn map_untyped_part_at(
&self,
shape_id: Self::PartId,
f: impl FnMut(Option<&Isometry<Real>>, &Self::PartShape),
) {
self.map_typed_part_at(shape_id, f);
}
fn typed_quadtree(&self) -> &SimdQuadTree<ColliderHandle> {
&self.query_pipeline.quadtree
}
}
impl Default for QueryPipeline {
fn default() -> Self {
Self::new()
}
}
impl QueryPipeline {
/// Initializes an empty query pipeline.
pub fn new() -> Self {
Self::with_query_dispatcher(DefaultQueryDispatcher)
}
fn as_composite_shape<'a>(
&'a self,
colliders: &'a ColliderSet,
groups: InteractionGroups,
) -> QueryPipelineAsCompositeShape<'a> {
QueryPipelineAsCompositeShape {
query_pipeline: self,
colliders,
groups,
}
}
/// Initializes an empty query pipeline with a custom `QueryDispatcher`.
///
/// Use this constructor in order to use a custom `QueryDispatcher` that is
/// awary of your own user-defined shapes.
pub fn with_query_dispatcher<D>(d: D) -> Self
where
D: 'static + QueryDispatcher,
{
Self {
query_dispatcher: Arc::new(d),
quadtree: SimdQuadTree::new(),
tree_built: false,
dilation_factor: 0.01,
}
}
/// Update the acceleration structure on the query pipeline.
pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) {
if !self.tree_built {
let data = colliders.iter().map(|(h, c)| (h, c.compute_aabb()));
self.quadtree.clear_and_rebuild(data, self.dilation_factor);
// FIXME: uncomment this once we handle insertion/removals properly.
// self.tree_built = true;
return;
}
for (_, body) in bodies
.iter_active_dynamic()
.chain(bodies.iter_active_kinematic())
{
for handle in &body.colliders {
self.quadtree.pre_update(*handle)
}
}
self.quadtree.update(
|handle| colliders[*handle].compute_aabb(),
self.dilation_factor,
);
}
/// Find the closest intersection between a ray and a set of collider.
///
/// # Parameters
/// - `position`: the position of this shape.
/// - `ray`: the ray to cast.
/// - `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
pub fn cast_ray(
&self,
colliders: &ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
groups: InteractionGroups,
) -> Option<(ColliderHandle, Real)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor =
RayCompositeShapeToiBestFirstVisitor::new(&pipeline_shape, ray, max_toi, solid);
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the closest intersection between a ray and a set of collider.
///
/// # Parameters
/// - `position`: the position of this shape.
/// - `ray`: the ray to cast.
/// - `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
pub fn cast_ray_and_get_normal(
&self,
colliders: &ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
groups: InteractionGroups,
) -> Option<(ColliderHandle, RayIntersection)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor = RayCompositeShapeToiAndNormalBestFirstVisitor::new(
&pipeline_shape,
ray,
max_toi,
solid,
);
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the all intersections between a ray and a set of collider and passes them to a callback.
///
/// # Parameters
/// - `position`: the position of this shape.
/// - `ray`: the ray to cast.
/// - `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
/// - `callback`: function executed on each collider for which a ray intersection has been found.
/// There is no guarantees on the order the results will be yielded. If this callback returns `false`,
/// this method will exit early, ignore any further raycast.
pub fn intersections_with_ray<'a>(
&self,
colliders: &'a ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
groups: InteractionGroups,
mut callback: impl FnMut(ColliderHandle, &'a Collider, RayIntersection) -> bool,
) {
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(coll) = colliders.get(*handle) {
if coll.collision_groups.test(groups) {
if let Some(hit) =
coll.shape()
.cast_ray_and_get_normal(coll.position(), ray, max_toi, solid)
{
return callback(*handle, coll, hit);
}
}
}
true
};
let mut visitor = RayIntersectionsVisitor::new(ray, max_toi, &mut leaf_callback);
self.quadtree.traverse_depth_first(&mut visitor);
}
/// Gets the handle of up to one collider intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The position of the shape used for the intersection test.
/// * `shape` - The shape used for the intersection test.
/// * `groups` - The bit groups and filter associated to the ray, in order to only
/// hit the colliders with collision groups compatible with the ray's group.
pub fn intersection_with_shape(
&self,
colliders: &ColliderSet,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
groups: InteractionGroups,
) -> Option<ColliderHandle> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor = IntersectionCompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
shape_pos,
&pipeline_shape,
shape,
);
self.quadtree
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .0))
}
/// Find the projection of a point on the closest collider.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `groups` - The bit groups and filter associated to the point to project, in order to only
/// project on colliders with collision groups compatible with the ray's group.
pub fn project_point(
&self,
colliders: &ColliderSet,
point: &Point<Real>,
solid: bool,
groups: InteractionGroups,
) -> Option<(ColliderHandle, PointProjection)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor =
PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, point, solid);
self.quadtree
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .1, h.1 .0))
}
/// Find all the colliders containing the given point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point used for the containment test.
/// * `groups` - The bit groups and filter associated to the point to test, in order to only
/// test on colliders with collision groups compatible with the ray's group.
/// * `callback` - A function called with each collider with a shape
/// containing the `point`.
pub fn intersections_with_point<'a>(
&self,
colliders: &'a ColliderSet,
point: &Point<Real>,
groups: InteractionGroups,
mut callback: impl FnMut(ColliderHandle, &'a Collider) -> bool,
) {
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(coll) = colliders.get(*handle) {
if coll.collision_groups.test(groups)
&& coll.shape().contains_point(coll.position(), point)
{
return callback(*handle, coll);
}
}
true
};
let mut visitor = PointIntersectionsVisitor::new(point, &mut leaf_callback);
self.quadtree.traverse_depth_first(&mut visitor);
}
/// Find the projection of a point on the closest collider.
///
/// The results include the ID of the feature hit by the point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `groups` - The bit groups and filter associated to the point to project, in order to only
/// project on colliders with collision groups compatible with the ray's group.
pub fn project_point_and_get_feature(
&self,
colliders: &ColliderSet,
point: &Point<Real>,
groups: InteractionGroups,
) -> Option<(ColliderHandle, PointProjection, FeatureId)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor =
PointCompositeShapeProjWithFeatureBestFirstVisitor::new(&pipeline_shape, point, false);
self.quadtree
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
}
/// Casts a shape at a constant linear velocity and retrieve the first collider it hits.
///
/// This is similar to ray-casting except that we are casting a whole shape instead of
/// just a point (the ray origin).
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The initial position of the shape to cast.
/// * `shape_vel` - The constant velocity of the shape to cast (i.e. the cast direction).
/// * `shape` - The shape to cast.
/// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively
/// limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
/// * `groups` - The bit groups and filter associated to the shape to cast, in order to only
/// test on colliders with collision groups compatible with this group.
pub fn cast_shape<'a>(
&self,
colliders: &'a ColliderSet,
shape_pos: &Isometry<Real>,
shape_vel: &Vector<Real>,
shape: &dyn Shape,
max_toi: Real,
target_distance: Real,
groups: InteractionGroups,
) -> Option<(ColliderHandle, TOI)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
shape_pos,
shape_vel,
&pipeline_shape,
shape,
max_toi,
target_distance,
);
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Casts a shape with an arbitrary continuous motion and retrieve the first collider it hits.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_motion` - The motion of the shape.
/// * `shape` - The shape to cast.
/// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively
/// limits the distance traveled by the shape to `shapeVel.norm() * maxToi`.
/// * `groups` - The bit groups and filter associated to the shape to cast, in order to only
/// test on colliders with collision groups compatible with this group.
pub fn nonlinear_cast_shape(
&self,
colliders: &ColliderSet,
shape_motion: &dyn RigidMotion,
shape: &dyn Shape,
max_toi: Real,
target_distance: Real,
groups: InteractionGroups,
) -> Option<(ColliderHandle, TOI)> {
let pipeline_shape = self.as_composite_shape(colliders, groups);
let mut visitor = NonlinearTOICompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
shape_motion,
&pipeline_shape,
shape,
max_toi,
target_distance,
);
self.quadtree.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Retrieve all the colliders intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shapePos` - The position of the shape to test.
/// * `shapeRot` - The orientation of the shape to test.
/// * `shape` - The shape to test.
/// * `groups` - The bit groups and filter associated to the shape to test, in order to only
/// test on colliders with collision groups compatible with this group.
/// * `callback` - A function called with the handles of each collider intersecting the `shape`.
pub fn intersections_with_shape<'a>(
&self,
colliders: &'a ColliderSet,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
groups: InteractionGroups,
mut callback: impl FnMut(ColliderHandle, &'a Collider) -> bool,
) {
let dispatcher = &*self.query_dispatcher;
let inv_shape_pos = shape_pos.inverse();
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(coll) = colliders.get(*handle) {
if coll.collision_groups.test(groups) {
let pos12 = inv_shape_pos * coll.position();
if dispatcher.intersection_test(&pos12, shape, coll.shape()) == Ok(true) {
return callback(*handle, coll);
}
}
}
true
};
let shape_aabb = shape.compute_aabb(shape_pos);
let mut visitor = BoundingVolumeIntersectionsVisitor::new(&shape_aabb, &mut leaf_callback);
self.quadtree.traverse_depth_first(&mut visitor);
}
}