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mod.rs
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243 lines (219 loc) · 9.01 KB
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//! Structures related to geometry: colliders, shapes, etc.
pub use self::broad_phase_bvh::{BroadPhaseBvh, BvhOptimizationStrategy};
pub use self::broad_phase_pair_event::{BroadPhasePairEvent, ColliderPair};
pub use self::collider::{Collider, ColliderBuilder};
pub use self::collider_components::*;
pub use self::collider_set::{ColliderSet, ModifiedColliders};
pub use self::contact_pair::{
ContactData, ContactManifoldData, ContactPair, IntersectionPair, SimdSolverContact,
SolverContact, SolverFlags,
};
pub use self::interaction_graph::{
ColliderGraphIndex, InteractionGraph, RigidBodyGraphIndex, TemporaryInteractionIndex,
};
pub use self::interaction_groups::{Group, InteractionGroups, InteractionTestMode};
pub use self::mesh_converter::{MeshConverter, MeshConverterError};
pub use self::narrow_phase::NarrowPhase;
pub use parry::bounding_volume::BoundingVolume;
pub use parry::partitioning::{Bvh, BvhBuildStrategy};
pub use parry::query::{PointQuery, PointQueryWithLocation, RayCast, TrackedContact};
pub use parry::shape::{SharedShape, VoxelState, VoxelType, Voxels};
use crate::math::{Real, Vector};
/// A contact between two colliders.
pub type Contact = parry::query::TrackedContact<ContactData>;
/// A contact manifold between two colliders.
pub type ContactManifold = parry::query::ContactManifold<ContactManifoldData, ContactData>;
/// A segment shape.
pub type Segment = parry::shape::Segment;
/// A cuboid shape.
pub type Cuboid = parry::shape::Cuboid;
/// A triangle shape.
pub type Triangle = parry::shape::Triangle;
/// A ball shape.
pub type Ball = parry::shape::Ball;
/// A capsule shape.
pub type Capsule = parry::shape::Capsule;
/// A heightfield shape.
pub type HeightField = parry::shape::HeightField;
/// A cylindrical shape.
#[cfg(feature = "dim3")]
pub type Cylinder = parry::shape::Cylinder;
/// A cone shape.
#[cfg(feature = "dim3")]
pub type Cone = parry::shape::Cone;
/// An axis-aligned bounding box.
pub type Aabb = parry::bounding_volume::Aabb;
/// A ray that can be cast against colliders.
pub type Ray = parry::query::Ray;
/// The intersection between a ray and a collider.
pub type RayIntersection = parry::query::RayIntersection;
/// The projection of a point on a collider.
pub type PointProjection = parry::query::PointProjection;
/// The result of a shape-cast between two shapes.
pub type ShapeCastHit = parry::query::ShapeCastHit;
/// The default broad-phase implementation recommended for general-purpose usage.
pub type DefaultBroadPhase = BroadPhaseBvh;
bitflags::bitflags! {
/// Flags providing more information regarding a collision event.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug, Hash)]
pub struct CollisionEventFlags: u32 {
/// Flag set if at least one of the colliders involved in the
/// collision was a sensor when the event was fired.
const SENSOR = 0b0001;
/// Flag set if a `CollisionEvent::Stopped` was fired because
/// at least one of the colliders was removed.
const REMOVED = 0b0010;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Hash, Debug)]
/// Events triggered when two colliders start or stop touching.
///
/// Receive these through an [`EventHandler`](crate::pipeline::EventHandler) implementation.
/// At least one collider must have [`ActiveEvents::COLLISION_EVENTS`](crate::pipeline::ActiveEvents::COLLISION_EVENTS) enabled.
///
/// Use for:
/// - Trigger zones (player entered/exited area)
/// - Collectible items (player touched coin)
/// - Sound effects (objects started colliding)
/// - Game logic based on contact state
///
/// # Example
/// ```
/// # use rapier3d::prelude::*;
/// # let h1 = ColliderHandle::from_raw_parts(0, 0);
/// # let h2 = ColliderHandle::from_raw_parts(1, 0);
/// # let event = CollisionEvent::Started(h1, h2, CollisionEventFlags::empty());
/// match event {
/// CollisionEvent::Started(h1, h2, flags) => {
/// println!("Colliders {:?} and {:?} started touching", h1, h2);
/// if flags.contains(CollisionEventFlags::SENSOR) {
/// println!("At least one is a sensor!");
/// }
/// }
/// CollisionEvent::Stopped(h1, h2, _) => {
/// println!("Colliders {:?} and {:?} stopped touching", h1, h2);
/// }
/// }
/// ```
pub enum CollisionEvent {
/// Two colliders just started touching this frame.
Started(ColliderHandle, ColliderHandle, CollisionEventFlags),
/// Two colliders just stopped touching this frame.
Stopped(ColliderHandle, ColliderHandle, CollisionEventFlags),
}
impl CollisionEvent {
/// Returns `true` if this is a Started event (colliders began touching).
pub fn started(self) -> bool {
matches!(self, CollisionEvent::Started(..))
}
/// Returns `true` if this is a Stopped event (colliders stopped touching).
pub fn stopped(self) -> bool {
matches!(self, CollisionEvent::Stopped(..))
}
/// Returns the handle of the first collider in this collision.
pub fn collider1(self) -> ColliderHandle {
match self {
Self::Started(h, _, _) | Self::Stopped(h, _, _) => h,
}
}
/// Returns the handle of the second collider in this collision.
pub fn collider2(self) -> ColliderHandle {
match self {
Self::Started(_, h, _) | Self::Stopped(_, h, _) => h,
}
}
/// Was at least one of the colliders involved in the collision a sensor?
pub fn sensor(self) -> bool {
match self {
Self::Started(_, _, f) | Self::Stopped(_, _, f) => {
f.contains(CollisionEventFlags::SENSOR)
}
}
}
/// Was at least one of the colliders involved in the collision removed?
pub fn removed(self) -> bool {
match self {
Self::Started(_, _, f) | Self::Stopped(_, _, f) => {
f.contains(CollisionEventFlags::REMOVED)
}
}
}
}
#[derive(Copy, Clone, PartialEq, Debug, Default)]
/// Event occurring when the sum of the magnitudes of the contact forces
/// between two colliders exceed a threshold.
pub struct ContactForceEvent {
/// The first collider involved in the contact.
pub collider1: ColliderHandle,
/// The second collider involved in the contact.
pub collider2: ColliderHandle,
/// The sum of all the forces between the two colliders.
pub total_force: Vector<Real>,
/// The sum of the magnitudes of each force between the two colliders.
///
/// Note that this is **not** the same as the magnitude of `self.total_force`.
/// Here we are summing the magnitude of all the forces, instead of taking
/// the magnitude of their sum.
pub total_force_magnitude: Real,
/// The world-space (unit) direction of the force with strongest magnitude.
pub max_force_direction: Vector<Real>,
/// The magnitude of the largest force at a contact point of this contact pair.
pub max_force_magnitude: Real,
/// True if this the first physics tick on which this contact has generated a
/// contact force event.
pub first_tick: bool,
}
impl ContactForceEvent {
/// Init a contact force event from a contact pair.
pub fn from_contact_pair(dt: Real, pair: &ContactPair, total_force_magnitude: Real) -> Self {
let mut result = ContactForceEvent {
collider1: pair.collider1,
collider2: pair.collider2,
total_force_magnitude,
..ContactForceEvent::default()
};
for m in &pair.manifolds {
let mut total_manifold_impulse = 0.0;
for pt in m.contacts() {
total_manifold_impulse += pt.data.impulse;
if pt.data.impulse > result.max_force_magnitude {
result.max_force_magnitude = pt.data.impulse;
result.max_force_direction = m.data.normal;
}
}
result.total_force += m.data.normal * total_manifold_impulse;
for sc in m.data.solver_contacts.iter() {
if sc.is_new == 1.0 {
result.first_tick = true;
}
}
}
let inv_dt = crate::utils::inv(dt);
// NOTE: convert impulses to forces. Note that we
// don’t need to convert the `total_force_magnitude`
// because it’s an input of this function already
// assumed to be a force instead of an impulse.
result.total_force *= inv_dt;
result.max_force_magnitude *= inv_dt;
result
}
}
pub(crate) use self::narrow_phase::ContactManifoldIndex;
pub use parry::shape::*;
#[cfg(feature = "serde-serialize")]
pub(crate) fn default_persistent_query_dispatcher()
-> std::sync::Arc<dyn parry::query::PersistentQueryDispatcher<ContactManifoldData, ContactData>> {
std::sync::Arc::new(parry::query::DefaultQueryDispatcher)
}
mod collider_components;
mod contact_pair;
mod interaction_graph;
mod interaction_groups;
mod narrow_phase;
mod broad_phase_bvh;
mod broad_phase_pair_event;
mod collider;
mod collider_set;
mod mesh_converter;