Add velocity-based kinematic bodies

This commit is contained in:
Crozet Sébastien
2021-06-01 14:55:50 +02:00
parent 826ce5f014
commit 5ef81cda40
3 changed files with 56 additions and 8 deletions

35
publish.sh Executable file
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@@ -0,0 +1,35 @@
#! /bin/bash
tmp=$(mktemp -d)
echo "$tmp"
cp -r src "$tmp"/.
cp -r LICENSE README.md "$tmp"/.
### Publish the 2D version.
sed 's#\.\./\.\./src#src#g' build/rapier2d/Cargo.toml > "$tmp"/Cargo.toml
currdir=$(pwd)
cd "$tmp" && cargo publish
cd "$currdir" || exit
### Publish the 3D version.
sed 's#\.\./\.\./src#src#g' build/rapier3d/Cargo.toml > "$tmp"/Cargo.toml
cp -r LICENSE README.md "$tmp"/.
cd "$tmp" && cargo publish
cd "$currdir" || exit
### Publish the 2D f64 version.
sed 's#\.\./\.\./src#src#g' build/rapier2d-f64/Cargo.toml > "$tmp"/Cargo.toml
currdir=$(pwd)
cd "$tmp" && cargo publish
cd "$currdir" || exit
### Publish the 3D f64 version.
sed 's#\.\./\.\./src#src#g' build/rapier3d-f64/Cargo.toml > "$tmp"/Cargo.toml
cp -r LICENSE README.md "$tmp"/.
cd "$tmp" && cargo publish
rm -rf "$tmp"

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@@ -275,7 +275,7 @@ impl RigidBody {
///
/// A kinematic body can move freely but is not affected by forces.
pub fn is_kinematic(&self) -> bool {
self.rb_type == RigidBodyType::Kinematic
self.rb_type.is_kinematic()
}
/// Is this rigid body static?
@@ -527,9 +527,9 @@ impl RigidBody {
}
/// If this rigid body is kinematic, sets its future orientation after the next timestep integration.
pub fn set_next_kinematic_translation(&mut self, rotation: Rotation<Real>) {
pub fn set_next_kinematic_translation(&mut self, translation: Vector<Real>) {
if self.is_kinematic() {
self.rb_pos.next_position.rotation = rotation;
self.rb_pos.next_position.translation = translation.into();
}
}
@@ -748,8 +748,13 @@ impl RigidBodyBuilder {
}
/// Initializes the builder of a new kinematic rigid body.
pub fn new_kinematic() -> Self {
Self::new(RigidBodyType::Kinematic)
pub fn new_kinematic_velocity_based() -> Self {
Self::new(RigidBodyType::KinematicVelocityBased)
}
/// Initializes the builder of a new kinematic rigid body.
pub fn new_kinematic_position_based() -> Self {
Self::new(RigidBodyType::KinematicPositionBased)
}
/// Initializes the builder of a new dynamic rigid body.

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@@ -57,13 +57,20 @@ pub enum RigidBodyType {
Dynamic,
/// A `RigidBodyType::Static` body cannot be affected by external forces.
Static,
/// A `RigidBodyType::Kinematic` body cannot be affected by any external forces but can be controlled
/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
Kinematic,
KinematicPositionBased,
/// A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
/// by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicVelocityBased,
// Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
// Disabled,
}
@@ -81,7 +88,8 @@ impl RigidBodyType {
/// Is this rigid-body kinematic (i.e. can move but is unaffected by forces)?
pub fn is_kinematic(self) -> bool {
self == RigidBodyType::Kinematic
self == RigidBodyType::KinematicPositionBased
|| self == RigidBodyType::KinematicVelocityBased
}
}