Properly track some user-initiatied rigid-body modifications.
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@@ -1,5 +1,7 @@
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use crate::dynamics::MassProperties;
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use crate::geometry::{Collider, ColliderHandle, InteractionGraph, RigidBodyGraphIndex};
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use crate::geometry::{
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Collider, ColliderHandle, ColliderSet, InteractionGraph, RigidBodyGraphIndex,
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};
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use crate::math::{AngVector, AngularInertia, Isometry, Point, Rotation, Translation, Vector};
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use crate::utils::{WCross, WDot};
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use num::Zero;
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@@ -23,6 +25,17 @@ pub enum BodyStatus {
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// Disabled,
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}
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bitflags::bitflags! {
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// Flags affecting the behavior of the constraints solver for a given contact manifold.
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pub(crate) struct RigidBodyChanges: u32 {
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const MODIFIED = 0b001;
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const POSITION = 0b010;
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const SLEEP = 0b100;
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const COLLIDERS = 0b1000;
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}
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}
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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/// A rigid body.
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///
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@@ -56,6 +69,7 @@ pub struct RigidBody {
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pub(crate) active_set_id: usize,
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pub(crate) active_set_offset: usize,
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pub(crate) active_set_timestamp: u32,
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pub(crate) changes: RigidBodyChanges,
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/// The status of the body, governing how it is affected by external forces.
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pub body_status: BodyStatus,
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/// User-defined data associated to this rigid-body.
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@@ -83,6 +97,7 @@ impl RigidBody {
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active_set_id: 0,
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active_set_offset: 0,
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active_set_timestamp: 0,
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changes: RigidBodyChanges::all(),
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body_status: BodyStatus::Dynamic,
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user_data: 0,
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}
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@@ -151,7 +166,14 @@ impl RigidBody {
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}
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/// Adds a collider to this rigid-body.
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pub(crate) fn add_collider_internal(&mut self, handle: ColliderHandle, coll: &Collider) {
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pub(crate) fn add_collider(&mut self, handle: ColliderHandle, coll: &Collider) {
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if !self.changes.contains(RigidBodyChanges::MODIFIED) {
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self.changes.set(
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RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
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true,
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);
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}
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let mass_properties = coll
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.mass_properties()
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.transform_by(coll.position_wrt_parent());
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@@ -160,6 +182,14 @@ impl RigidBody {
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self.update_world_mass_properties();
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}
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pub(crate) fn update_colliders_positions(&mut self, colliders: &mut ColliderSet) {
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for handle in &self.colliders {
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let collider = &mut colliders[*handle];
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collider.position = self.position * collider.delta;
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collider.predicted_position = self.predicted_position * collider.delta;
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}
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}
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/// Removes a collider from this rigid-body.
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pub(crate) fn remove_collider_internal(&mut self, handle: ColliderHandle, coll: &Collider) {
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if let Some(i) = self.colliders.iter().position(|e| *e == handle) {
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@@ -189,7 +219,10 @@ impl RigidBody {
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/// If `strong` is `true` then it is assured that the rigid-body will
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/// remain awake during multiple subsequent timesteps.
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pub fn wake_up(&mut self, strong: bool) {
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self.activation.sleeping = false;
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if self.activation.sleeping {
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self.changes.insert(RigidBodyChanges::SLEEP);
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self.activation.sleeping = false;
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}
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if (strong || self.activation.energy == 0.0) && self.is_dynamic() {
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self.activation.energy = self.activation.threshold.abs() * 2.0;
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@@ -301,14 +334,21 @@ impl RigidBody {
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/// If `wake_up` is `true` then the rigid-body will be woken up if it was
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/// put to sleep because it did not move for a while.
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pub fn set_position(&mut self, pos: Isometry<f32>, wake_up: bool) {
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self.changes.insert(RigidBodyChanges::POSITION);
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self.set_position_internal(pos);
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// TODO: Do we really need to check that the body isn't dynamic?
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if wake_up && self.is_dynamic() {
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self.wake_up(true)
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}
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}
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pub(crate) fn set_position_internal(&mut self, pos: Isometry<f32>) {
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self.position = pos;
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// TODO: update the predicted position for dynamic bodies too?
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if self.is_static() || self.is_kinematic() {
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self.predicted_position = pos;
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} else if wake_up {
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// wake_up is true and the rigid-body is dynamic.
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self.wake_up(true);
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}
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}
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@@ -609,7 +649,7 @@ impl RigidBodyBuilder {
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pub fn build(&self) -> RigidBody {
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let mut rb = RigidBody::new();
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rb.predicted_position = self.position; // FIXME: compute the correct value?
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rb.set_position(self.position, false);
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rb.set_position_internal(self.position);
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rb.linvel = self.linvel;
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rb.angvel = self.angvel;
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rb.body_status = self.body_status;
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