Implement interaction groups test mode and add the ClampedSum cofficient combine rule (#741)

This commit is contained in:
Dragos Daian
2025-10-30 11:51:22 +01:00
committed by GitHub
parent 36f91a6a07
commit 57c4e912a6
7 changed files with 108 additions and 22 deletions

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@@ -1,3 +1,11 @@
## Unreleased
- `InteractionGroups` struct now contains `InteractionTestMode`. Continues [rapier/pull/170](https://github.com/dimforge/rapier/pull/170) for [rapier/issues/622](https://github.com/dimforge/rapier/issues/622)
- `InteractionGroups` constructor now requires an `InteractionTestMode` parameter. If you want same behaviour as before, use `InteractionTestMode::And` (eg. `InteractionGroups::new(Group::GROUP_1, Group::GROUP_1, InteractionTestMode::And)`)
- `CoefficientCombineRule::Min` - now makes sure it uses a non zero value as result by using `coeff1.min(coeff2).abs()`
- `InteractionTestMode`: Specifies which method should be used to test interactions. Supports `AND` and `OR`.
- `CoefficientCombineRule::ClampedSum` - Adds the two coefficients and does a clamp to have at most 1.
## v0.30.1 (17 Oct. 2025)
- Kinematic rigid-bodies will no longer fall asleep if they have a nonzero velocity, even if that velocity is very

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@@ -24,8 +24,10 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Setup groups
*/
const GREEN_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_1, Group::GROUP_1);
const BLUE_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_2, Group::GROUP_2);
const GREEN_GROUP: InteractionGroups =
InteractionGroups::new(Group::GROUP_1, Group::GROUP_1, InteractionTestMode::And);
const BLUE_GROUP: InteractionGroups =
InteractionGroups::new(Group::GROUP_2, Group::GROUP_2, InteractionTestMode::And);
/*
* A green floor that will collide with the GREEN group only.

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@@ -24,8 +24,10 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Setup groups
*/
const GREEN_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_1, Group::GROUP_1);
const BLUE_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_2, Group::GROUP_2);
const GREEN_GROUP: InteractionGroups =
InteractionGroups::new(Group::GROUP_1, Group::GROUP_1, InteractionTestMode::And);
const BLUE_GROUP: InteractionGroups =
InteractionGroups::new(Group::GROUP_2, Group::GROUP_2, InteractionTestMode::And);
/*
* A green floor that will collide with the GREEN group only.

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@@ -53,7 +53,11 @@ pub fn init_world(testbed: &mut Testbed) {
let body_co = ColliderBuilder::cuboid(0.65, 0.3, 0.9)
.density(100.0)
.collision_groups(InteractionGroups::new(CAR_GROUP, !CAR_GROUP));
.collision_groups(InteractionGroups::new(
CAR_GROUP,
!CAR_GROUP,
InteractionTestMode::And,
));
let body_rb = RigidBodyBuilder::dynamic()
.pose(body_position.into())
.build();
@@ -85,7 +89,11 @@ pub fn init_world(testbed: &mut Testbed) {
// is mathematically simpler than a cylinder and cheaper to compute for collision-detection.
let wheel_co = ColliderBuilder::ball(wheel_radius)
.density(100.0)
.collision_groups(InteractionGroups::new(CAR_GROUP, !CAR_GROUP))
.collision_groups(InteractionGroups::new(
CAR_GROUP,
!CAR_GROUP,
InteractionTestMode::And,
))
.friction(1.0);
let wheel_rb = RigidBodyBuilder::dynamic().pose(wheel_center.into());
let wheel_handle = bodies.insert(wheel_rb);

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@@ -11,9 +11,10 @@ use crate::math::Real;
/// **Most games use Average (the default)** and never change this.
///
/// - **Average** (default): `(friction1 + friction2) / 2` - Balanced, intuitive
/// - **Min**: `min(friction1, friction2)` - "Slippery wins" (ice on any surface = ice)
/// - **Min**: `min(friction1, friction2).abs()` - "Slippery wins" (ice on any surface = ice)
/// - **Multiply**: `friction1 × friction2` - Both must be high for high friction
/// - **Max**: `max(friction1, friction2)` - "Sticky wins" (rubber on any surface = rubber)
/// - **ClampedSum**: `sum(friction1, friction2).clamp(0, 1)` - Sum of both frictions, clamped to range 0, 1.
///
/// ## Example
/// ```
@@ -26,7 +27,7 @@ use crate::math::Real;
/// ```
///
/// ## Priority System
/// If colliders disagree on rules, the "higher" one wins: Max > Multiply > Min > Average
/// If colliders disagree on rules, the "higher" one wins: ClampedSum > Max > Multiply > Min > Average
#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub enum CoefficientCombineRule {
@@ -39,6 +40,8 @@ pub enum CoefficientCombineRule {
Multiply = 2,
/// Use the larger value ("sticky/bouncy wins").
Max = 3,
/// The clamped sum of the two coefficients.
ClampedSum = 4,
}
impl CoefficientCombineRule {
@@ -52,9 +55,15 @@ impl CoefficientCombineRule {
match effective_rule {
CoefficientCombineRule::Average => (coeff1 + coeff2) / 2.0,
CoefficientCombineRule::Min => coeff1.min(coeff2),
CoefficientCombineRule::Min => {
// Even though coeffs are meant to be positive, godot use-case has negative values.
// We're following their logic here.
// Context: https://github.com/dimforge/rapier/pull/741#discussion_r1862402948
coeff1.min(coeff2).abs()
}
CoefficientCombineRule::Multiply => coeff1 * coeff2,
CoefficientCombineRule::Max => coeff1.max(coeff2),
CoefficientCombineRule::ClampedSum => (coeff1 + coeff2).clamp(0.0, 1.0),
}
}
}

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@@ -6,10 +6,20 @@
/// - **Memberships**: What groups does this collider belong to? (up to 32 groups)
/// - **Filter**: What groups can this collider interact with?
///
/// Two colliders interact only if:
/// 1. Collider A's memberships overlap with Collider B's filter, AND
/// 2. Collider B's memberships overlap with Collider A's filter
/// An interaction is allowed between two colliders `a` and `b` when two conditions
/// are met simultaneously for [`InteractionTestMode::And`] or individually for [`InteractionTestMode::Or`]::
/// - The groups membership of `a` has at least one bit set to `1` in common with the groups filter of `b`.
/// - The groups membership of `b` has at least one bit set to `1` in common with the groups filter of `a`.
///
/// In other words, interactions are allowed between two colliders iff. the following condition is met
/// for [`InteractionTestMode::And`]:
/// ```ignore
/// (self.memberships.bits() & rhs.filter.bits()) != 0 && (rhs.memberships.bits() & self.filter.bits()) != 0
/// ```
/// or for [`InteractionTestMode::Or`]:
/// ```ignore
/// (self.memberships.bits() & rhs.filter.bits()) != 0 || (rhs.memberships.bits() & self.filter.bits()) != 0
/// ```
/// # Common use cases
///
/// - **Player vs. Enemy bullets**: Players in group 1, enemies in group 2. Player bullets
@@ -18,18 +28,20 @@
///
/// # Example
///
/// ```
/// ```ignore
/// # use rapier3d::geometry::{InteractionGroups, Group};
/// // Player collider: in group 1, collides with groups 2 and 3
/// let player_groups = InteractionGroups::new(
/// Group::GROUP_1, // I am in group 1
/// Group::GROUP_2 | Group::GROUP_3 // I collide with groups 2 and 3
/// Group::GROUP_1, // I am in group 1
/// Group::GROUP_2, | Group::GROUP_3, // I collide with groups 2 and 3
/// InteractionTestMode::And
/// );
///
/// // Enemy collider: in group 2, collides with group 1
/// let enemy_groups = InteractionGroups::new(
/// Group::GROUP_2, // I am in group 2
/// Group::GROUP_1 // I collide with group 1
/// Group::GROUP_1, // I collide with group 1
/// InteractionTestMode::And
/// );
///
/// // These will collide because:
@@ -45,14 +57,34 @@ pub struct InteractionGroups {
pub memberships: Group,
/// Groups filter.
pub filter: Group,
/// Interaction test mode
///
/// In case of different test modes between two [`InteractionGroups`], [`InteractionTestMode::And`] is given priority.
pub test_mode: InteractionTestMode,
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, Hash, PartialEq, Eq, Default)]
/// Specifies which method should be used to test interactions.
///
/// In case of different test modes between two [`InteractionGroups`], [`InteractionTestMode::And`] is given priority.
pub enum InteractionTestMode {
/// Use [`InteractionGroups::test_and`].
#[default]
And,
/// Use [`InteractionGroups::test_or`], iff. the `rhs` is also [`InteractionTestMode::Or`].
///
/// If the `rhs` is not [`InteractionTestMode::Or`], use [`InteractionGroups::test_and`].
Or,
}
impl InteractionGroups {
/// Initializes with the given interaction groups and interaction mask.
pub const fn new(memberships: Group, filter: Group) -> Self {
pub const fn new(memberships: Group, filter: Group, test_mode: InteractionTestMode) -> Self {
Self {
memberships,
filter,
test_mode,
}
}
@@ -60,14 +92,14 @@ impl InteractionGroups {
///
/// The collider is in all groups and collides with all groups.
pub const fn all() -> Self {
Self::new(Group::ALL, Group::ALL)
Self::new(Group::ALL, Group::ALL, InteractionTestMode::And)
}
/// Creates a filter that prevents all interactions.
///
/// The collider won't collide with anything. Useful for temporarily disabled colliders.
pub const fn none() -> Self {
Self::new(Group::NONE, Group::NONE)
Self::new(Group::NONE, Group::NONE, InteractionTestMode::And)
}
/// Sets the group this filter is part of.
@@ -85,14 +117,38 @@ impl InteractionGroups {
/// Check if interactions should be allowed based on the interaction memberships and filter.
///
/// An interaction is allowed iff. the memberships of `self` contain at least one bit set to 1 in common
/// with the filter of `rhs`, and vice-versa.
/// with the filter of `rhs`, **and** vice-versa.
#[inline]
pub const fn test(self, rhs: Self) -> bool {
pub const fn test_and(self, rhs: Self) -> bool {
// NOTE: since const ops is not stable, we have to convert `Group` into u32
// to use & operator in const context.
(self.memberships.bits() & rhs.filter.bits()) != 0
&& (rhs.memberships.bits() & self.filter.bits()) != 0
}
/// Check if interactions should be allowed based on the interaction memberships and filter.
///
/// An interaction is allowed iff. the groups of `self` contain at least one bit set to 1 in common
/// with the mask of `rhs`, **or** vice-versa.
#[inline]
pub const fn test_or(self, rhs: Self) -> bool {
// NOTE: since const ops is not stable, we have to convert `Group` into u32
// to use & operator in const context.
(self.memberships.bits() & rhs.filter.bits()) != 0
|| (rhs.memberships.bits() & self.filter.bits()) != 0
}
/// Check if interactions should be allowed based on the interaction memberships and filter.
///
/// See [`InteractionTestMode`] for more info.
#[inline]
pub const fn test(self, rhs: Self) -> bool {
match (self.test_mode, rhs.test_mode) {
(InteractionTestMode::And, _) => self.test_and(rhs),
(InteractionTestMode::Or, InteractionTestMode::And) => self.test_and(rhs),
(InteractionTestMode::Or, InteractionTestMode::Or) => self.test_or(rhs),
}
}
}
impl Default for InteractionGroups {
@@ -100,6 +156,7 @@ impl Default for InteractionGroups {
Self {
memberships: Group::GROUP_1,
filter: Group::ALL,
test_mode: InteractionTestMode::And,
}
}
}

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@@ -12,7 +12,7 @@ pub use self::contact_pair::{
pub use self::interaction_graph::{
ColliderGraphIndex, InteractionGraph, RigidBodyGraphIndex, TemporaryInteractionIndex,
};
pub use self::interaction_groups::{Group, InteractionGroups};
pub use self::interaction_groups::{Group, InteractionGroups, InteractionTestMode};
pub use self::mesh_converter::{MeshConverter, MeshConverterError};
pub use self::narrow_phase::NarrowPhase;