Start implementing ray-casting.

This adds a QueryPipeline structure responsible for scene queries.
Currently this structure is able to perform a brute-force ray-cast.
This commit also includes the beginning of implementation of a SIMD-based acceleration structure which will be used for these scene queries in the future.
This commit is contained in:
Sébastien Crozet
2020-09-08 21:18:17 +02:00
committed by Crozet Sébastien
parent 99f28ba4b4
commit 3c85a6ac41
10 changed files with 528 additions and 42 deletions

View File

@@ -1,11 +1,12 @@
use crate::dynamics::{MassProperties, RigidBodyHandle, RigidBodySet};
use crate::geometry::{
Ball, Capsule, ColliderGraphIndex, Contact, Cuboid, HeightField, InteractionGraph, Polygon,
Proximity, Triangle, Trimesh,
Proximity, Ray, RayIntersection, Triangle, Trimesh,
};
use crate::math::{AngVector, Isometry, Point, Rotation, Vector};
use na::Point3;
use ncollide::bounding_volume::{HasBoundingVolume, AABB};
use ncollide::query::RayCast;
use num::Zero;
#[derive(Clone)]
@@ -97,6 +98,46 @@ impl Shape {
Shape::HeightField(heightfield) => heightfield.bounding_volume(position),
}
}
/// Computes the first intersection point between a ray in this collider.
///
/// Some shapes are not supported yet and will always return `None`.
///
/// # 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 `f32::MAX` for an unbounded ray.
pub fn cast_ray(
&self,
position: &Isometry<f32>,
ray: &Ray,
max_toi: f32,
) -> Option<RayIntersection> {
match self {
Shape::Ball(ball) => ball.toi_and_normal_with_ray(position, ray, max_toi, true),
Shape::Polygon(_poly) => None,
Shape::Capsule(caps) => {
let pos = position * caps.transform_wrt_y();
let caps = ncollide::shape::Capsule::new(caps.half_height(), caps.radius);
caps.toi_and_normal_with_ray(&pos, ray, max_toi, true)
}
Shape::Cuboid(cuboid) => cuboid.toi_and_normal_with_ray(position, ray, max_toi, true),
#[cfg(feature = "dim2")]
Shape::Triangle(triangle) => {
// This is not implemented yet in 2D.
None
}
#[cfg(feature = "dim3")]
Shape::Triangle(triangle) => {
triangle.toi_and_normal_with_ray(position, ray, max_toi, true)
}
Shape::Trimesh(_trimesh) => None,
Shape::HeightField(heightfield) => {
heightfield.toi_and_normal_with_ray(position, ray, max_toi, true)
}
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
@@ -353,6 +394,12 @@ impl ColliderBuilder {
self
}
/// Sets the restitution coefficient of the collider this builder will build.
pub fn restitution(mut self, restitution: f32) -> Self {
self.restitution = restitution;
self
}
/// Sets the density of the collider this builder will build.
pub fn density(mut self, density: f32) -> Self {
self.density = Some(density);