Restore the collision pipeline
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@@ -37,7 +37,7 @@ pub(crate) fn handle_user_changes_to_colliders<Colliders>(
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}
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pub(crate) fn handle_user_changes_to_rigid_bodies<Bodies, Colliders>(
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islands: &mut IslandManager,
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mut islands: Option<&mut IslandManager>,
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bodies: &mut Bodies,
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colliders: &mut Colliders,
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modified_bodies: &[RigidBodyHandle],
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@@ -73,65 +73,79 @@ pub(crate) fn handle_user_changes_to_rigid_bodies<Bodies, Colliders>(
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{
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// The body's status changed. We need to make sure
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// it is on the correct active set.
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if changes.contains(RigidBodyChanges::TYPE) {
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match status {
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RigidBodyType::Dynamic => {
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// Remove from the active kinematic set if it was there.
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if islands.active_kinematic_set.get(ids.active_set_id) == Some(handle) {
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islands.active_kinematic_set.swap_remove(ids.active_set_id);
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final_action =
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Some((FinalAction::UpdateActiveKinematicSetId, ids.active_set_id));
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}
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if let Some(islands) = islands.as_deref_mut() {
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if changes.contains(RigidBodyChanges::TYPE) {
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match status {
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RigidBodyType::Dynamic => {
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// Remove from the active kinematic set if it was there.
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if islands.active_kinematic_set.get(ids.active_set_id) == Some(handle) {
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islands.active_kinematic_set.swap_remove(ids.active_set_id);
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final_action = Some((
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FinalAction::UpdateActiveKinematicSetId,
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ids.active_set_id,
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));
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}
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// Add to the active dynamic set.
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activation.wake_up(true);
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// Make sure the sleep change flag is set (even if for some
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// reasons the rigid-body was already awake) to make
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// sure the code handling sleeping change adds the body to
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// the active_dynamic_set.
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changes.set(RigidBodyChanges::SLEEP, true);
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}
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RigidBodyType::Kinematic => {
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// Remove from the active dynamic set if it was there.
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if islands.active_dynamic_set.get(ids.active_set_id) == Some(&handle) {
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islands.active_dynamic_set.swap_remove(ids.active_set_id);
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final_action =
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Some((FinalAction::UpdateActiveDynamicSetId, ids.active_set_id));
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// Add to the active dynamic set.
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activation.wake_up(true);
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// Make sure the sleep change flag is set (even if for some
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// reasons the rigid-body was already awake) to make
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// sure the code handling sleeping change adds the body to
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// the active_dynamic_set.
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changes.set(RigidBodyChanges::SLEEP, true);
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}
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RigidBodyType::Kinematic => {
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// Remove from the active dynamic set if it was there.
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if islands.active_dynamic_set.get(ids.active_set_id) == Some(&handle) {
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islands.active_dynamic_set.swap_remove(ids.active_set_id);
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final_action = Some((
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FinalAction::UpdateActiveDynamicSetId,
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ids.active_set_id,
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));
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}
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// Add to the active kinematic set.
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if islands.active_kinematic_set.get(ids.active_set_id) != Some(&handle) {
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ids.active_set_id = islands.active_kinematic_set.len();
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islands.active_kinematic_set.push(*handle);
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// Add to the active kinematic set.
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if islands.active_kinematic_set.get(ids.active_set_id) != Some(&handle)
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{
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ids.active_set_id = islands.active_kinematic_set.len();
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islands.active_kinematic_set.push(*handle);
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}
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}
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RigidBodyType::Static => {}
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}
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RigidBodyType::Static => {}
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}
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}
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// Update the positions of the colliders.
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if changes.contains(RigidBodyChanges::POSITION)
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|| changes.contains(RigidBodyChanges::COLLIDERS)
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{
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rb_colliders.update_positions(colliders, modified_colliders, &poss.position);
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if status.is_kinematic()
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&& islands.active_kinematic_set.get(ids.active_set_id) != Some(handle)
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// Update the positions of the colliders.
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if changes.contains(RigidBodyChanges::POSITION)
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|| changes.contains(RigidBodyChanges::COLLIDERS)
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{
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ids.active_set_id = islands.active_kinematic_set.len();
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islands.active_kinematic_set.push(*handle);
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}
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}
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rb_colliders.update_positions(colliders, modified_colliders, &poss.position);
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// Push the body to the active set if it is not
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// sleeping and if it is not already inside of the active set.
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if changes.contains(RigidBodyChanges::SLEEP)
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&& !activation.sleeping // May happen if the body was put to sleep manually.
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&& status.is_dynamic() // Only dynamic bodies are in the active dynamic set.
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&& islands.active_dynamic_set.get(ids.active_set_id) != Some(handle)
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{
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ids.active_set_id = islands.active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates.
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islands.active_dynamic_set.push(*handle);
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if status.is_kinematic()
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&& islands.active_kinematic_set.get(ids.active_set_id) != Some(handle)
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{
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ids.active_set_id = islands.active_kinematic_set.len();
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islands.active_kinematic_set.push(*handle);
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}
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}
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// Push the body to the active set if it is not
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// sleeping and if it is not already inside of the active set.
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if changes.contains(RigidBodyChanges::SLEEP)
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&& !activation.sleeping // May happen if the body was put to sleep manually.
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&& status.is_dynamic() // Only dynamic bodies are in the active dynamic set.
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&& islands.active_dynamic_set.get(ids.active_set_id) != Some(handle)
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{
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ids.active_set_id = islands.active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates.
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islands.active_dynamic_set.push(*handle);
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}
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} else {
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// We don't use islands. So just update the colliders' positions.
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if changes.contains(RigidBodyChanges::POSITION)
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|| changes.contains(RigidBodyChanges::COLLIDERS)
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{
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rb_colliders.update_positions(colliders, modified_colliders, &poss.position);
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}
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}
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bodies.set_internal(handle.0, RigidBodyChanges::empty());
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@@ -140,16 +154,18 @@ pub(crate) fn handle_user_changes_to_rigid_bodies<Bodies, Colliders>(
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}
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// Adjust some ids, if needed.
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if let Some((action, id)) = final_action {
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let active_set = match action {
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FinalAction::UpdateActiveKinematicSetId => &mut islands.active_kinematic_set,
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FinalAction::UpdateActiveDynamicSetId => &mut islands.active_dynamic_set,
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};
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if let Some(islands) = islands.as_deref_mut() {
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if let Some((action, id)) = final_action {
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let active_set = match action {
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FinalAction::UpdateActiveKinematicSetId => &mut islands.active_kinematic_set,
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FinalAction::UpdateActiveDynamicSetId => &mut islands.active_dynamic_set,
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};
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if id < active_set.len() {
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bodies.map_mut_internal(active_set[id].0, |ids2: &mut RigidBodyIds| {
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ids2.active_set_id = id;
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});
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if id < active_set.len() {
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bodies.map_mut_internal(active_set[id].0, |ids2: &mut RigidBodyIds| {
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ids2.active_set_id = id;
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});
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}
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}
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}
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}
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