First public release of Rapier.

This commit is contained in:
Sébastien Crozet
2020-08-25 22:10:25 +02:00
commit 754a48b7ff
175 changed files with 32819 additions and 0 deletions

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use std::collections::HashMap;
use na::{Isometry2, Vector2};
use rapier::counters::Counters;
use rapier::dynamics::{
IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
};
use rapier::geometry::{Collider, ColliderSet, Shape};
use std::f32;
use wrapped2d::b2;
use wrapped2d::dynamics::joints::{PrismaticJointDef, RevoluteJointDef, WeldJointDef};
use wrapped2d::user_data::NoUserData;
fn na_vec_to_b2_vec(v: Vector2<f32>) -> b2::Vec2 {
b2::Vec2 { x: v.x, y: v.y }
}
fn b2_vec_to_na_vec(v: b2::Vec2) -> Vector2<f32> {
Vector2::new(v.x, v.y)
}
fn b2_transform_to_na_isometry(v: b2::Transform) -> Isometry2<f32> {
Isometry2::new(b2_vec_to_na_vec(v.pos), v.rot.angle())
}
pub struct Box2dWorld {
world: b2::World<NoUserData>,
rapier2box2d: HashMap<RigidBodyHandle, b2::BodyHandle>,
}
impl Box2dWorld {
pub fn from_rapier(
gravity: Vector2<f32>,
bodies: &RigidBodySet,
colliders: &ColliderSet,
joints: &JointSet,
) -> Self {
let mut world = b2::World::new(&na_vec_to_b2_vec(gravity));
world.set_continuous_physics(false);
let mut res = Box2dWorld {
world,
rapier2box2d: HashMap::new(),
};
res.insert_bodies(bodies);
res.insert_colliders(colliders);
res.insert_joints(joints);
res
}
fn insert_bodies(&mut self, bodies: &RigidBodySet) {
for (handle, body) in bodies.iter() {
let body_type = if !body.is_dynamic() {
b2::BodyType::Static
} else {
b2::BodyType::Dynamic
};
let linear_damping = 0.0;
let angular_damping = 0.0;
// if let Some(rb) = body.downcast_ref::<RigidBody<f32>>() {
// linear_damping = rb.linear_damping();
// angular_damping = rb.angular_damping();
// } else {
// linear_damping = 0.0;
// angular_damping = 0.0;
// }
let def = b2::BodyDef {
body_type,
position: na_vec_to_b2_vec(body.position.translation.vector),
angle: body.position.rotation.angle(),
linear_velocity: na_vec_to_b2_vec(body.linvel),
angular_velocity: body.angvel,
linear_damping,
angular_damping,
..b2::BodyDef::new()
};
let b2_handle = self.world.create_body(&def);
self.rapier2box2d.insert(handle, b2_handle);
// Collider.
let mut b2_body = self.world.body_mut(b2_handle);
b2_body.set_bullet(false /* collider.is_ccd_enabled() */);
}
}
fn insert_colliders(&mut self, colliders: &ColliderSet) {
for (_, collider) in colliders.iter() {
let b2_body_handle = self.rapier2box2d[&collider.parent()];
let mut b2_body = self.world.body_mut(b2_body_handle);
Self::create_fixture(&collider, &mut *b2_body);
}
}
fn insert_joints(&mut self, joints: &JointSet) {
for joint in joints.iter() {
let body_a = self.rapier2box2d[&joint.body1];
let body_b = self.rapier2box2d[&joint.body2];
match &joint.params {
JointParams::BallJoint(params) => {
let def = RevoluteJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
reference_angle: 0.0,
enable_limit: false,
lower_angle: 0.0,
upper_angle: 0.0,
enable_motor: false,
motor_speed: 0.0,
max_motor_torque: 0.0,
};
self.world.create_joint(&def);
}
JointParams::FixedJoint(params) => {
let def = WeldJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.translation.vector),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.translation.vector),
reference_angle: 0.0,
frequency: 0.0,
damping_ratio: 0.0,
};
self.world.create_joint(&def);
}
JointParams::PrismaticJoint(params) => {
let def = PrismaticJointDef {
body_a,
body_b,
collide_connected: true,
local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
local_axis_a: na_vec_to_b2_vec(params.local_axis1().into_inner()),
reference_angle: 0.0,
enable_limit: params.limits_enabled,
lower_translation: params.limits[0],
upper_translation: params.limits[1],
enable_motor: false,
max_motor_force: 0.0,
motor_speed: 0.0,
};
self.world.create_joint(&def);
}
}
}
}
fn create_fixture(collider: &Collider, body: &mut b2::MetaBody<NoUserData>) {
let center = na_vec_to_b2_vec(collider.delta().translation.vector);
let mut fixture_def = b2::FixtureDef::new();
fixture_def.restitution = 0.0;
fixture_def.friction = collider.friction;
fixture_def.density = collider.density();
fixture_def.is_sensor = collider.is_sensor();
fixture_def.filter = b2::Filter::new();
match collider.shape() {
Shape::Ball(b) => {
let mut b2_shape = b2::CircleShape::new();
b2_shape.set_radius(b.radius);
b2_shape.set_position(center);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::Cuboid(c) => {
let b2_shape = b2::PolygonShape::new_box(c.half_extents.x, c.half_extents.y);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::Polygon(poly) => {
let points: Vec<_> = poly
.vertices()
.iter()
.map(|p| collider.delta() * p)
.map(|p| na_vec_to_b2_vec(p.coords))
.collect();
let b2_shape = b2::PolygonShape::new_with(&points);
body.create_fixture(&b2_shape, &mut fixture_def);
}
Shape::HeightField(heightfield) => {
let mut segments = heightfield.segments();
let seg1 = segments.next().unwrap();
let mut vertices = vec![
na_vec_to_b2_vec(seg1.a.coords),
na_vec_to_b2_vec(seg1.b.coords),
];
// TODO: this will not handle holes properly.
segments.for_each(|seg| {
vertices.push(na_vec_to_b2_vec(seg.b.coords));
});
let b2_shape = b2::ChainShape::new_chain(&vertices);
body.create_fixture(&b2_shape, &mut fixture_def);
}
_ => eprintln!("Creating a shape unknown to the Box2d backend."),
}
}
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
// self.world.set_continuous_physics(world.integration_parameters.max_ccd_substeps != 0);
counters.step_started();
self.world.step(
params.dt(),
params.max_velocity_iterations as i32,
params.max_position_iterations as i32,
);
counters.step_completed();
}
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
for (handle, mut body) in bodies.iter_mut() {
if let Some(pb2_handle) = self.rapier2box2d.get(&handle) {
let b2_body = self.world.body(*pb2_handle);
let pos = b2_transform_to_na_isometry(b2_body.transform().clone());
body.set_position(pos);
for coll_handle in body.colliders() {
let collider = &mut colliders[*coll_handle];
collider.set_position_debug(pos * collider.delta());
}
}
}
}
}

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#[cfg(feature = "dim3")]
use kiss3d::camera::ArcBall as Camera;
#[cfg(feature = "dim2")]
use kiss3d::planar_camera::Sidescroll as Camera;
use kiss3d::window::Window;
use na::Point3;
use crate::math::Point;
use crate::objects::ball::Ball;
use crate::objects::box_node::Box as BoxNode;
use crate::objects::convex::Convex;
use crate::objects::heightfield::HeightField;
use crate::objects::node::{GraphicsNode, Node};
use rapier::dynamics::{RigidBodyHandle, RigidBodySet};
use rapier::geometry::{Collider, ColliderHandle, ColliderSet, Shape};
//use crate::objects::capsule::Capsule;
//use crate::objects::convex::Convex;
//#[cfg(feature = "fluids")]
//use crate::objects::fluid::Fluid as FluidNode;
//#[cfg(feature = "dim3")]
//use crate::objects::mesh::Mesh;
//use crate::objects::plane::Plane;
//#[cfg(feature = "dim2")]
//use crate::objects::polyline::Polyline;
//#[cfg(feature = "fluids")]
//use crate::objects::FluidRenderingMode;
use crate::objects::capsule::Capsule;
use crate::objects::mesh::Mesh;
use rand::{Rng, SeedableRng};
use rand_pcg::Pcg32;
use std::collections::HashMap;
pub trait GraphicsWindow {
fn remove_graphics_node(&mut self, node: &mut GraphicsNode);
fn draw_graphics_line(&mut self, p1: &Point<f32>, p2: &Point<f32>, color: &Point3<f32>);
}
impl GraphicsWindow for Window {
fn remove_graphics_node(&mut self, node: &mut GraphicsNode) {
#[cfg(feature = "dim2")]
self.remove_planar_node(node);
#[cfg(feature = "dim3")]
self.remove_node(node);
}
fn draw_graphics_line(&mut self, p1: &Point<f32>, p2: &Point<f32>, color: &Point3<f32>) {
#[cfg(feature = "dim2")]
self.draw_planar_line(p1, p2, color);
#[cfg(feature = "dim3")]
self.draw_line(p1, p2, color);
}
}
pub struct GraphicsManager {
rand: Pcg32,
b2sn: HashMap<RigidBodyHandle, Vec<Node>>,
#[cfg(feature = "fluids")]
f2sn: HashMap<FluidHandle, FluidNode>,
#[cfg(feature = "fluids")]
boundary2sn: HashMap<BoundaryHandle, FluidNode>,
b2color: HashMap<RigidBodyHandle, Point3<f32>>,
b2wireframe: HashMap<RigidBodyHandle, bool>,
#[cfg(feature = "fluids")]
f2color: HashMap<FluidHandle, Point3<f32>>,
ground_color: Point3<f32>,
camera: Camera,
ground_handle: Option<RigidBodyHandle>,
#[cfg(feature = "fluids")]
fluid_rendering_mode: FluidRenderingMode,
#[cfg(feature = "fluids")]
render_boundary_particles: bool,
}
impl GraphicsManager {
pub fn new() -> GraphicsManager {
let mut camera;
#[cfg(feature = "dim3")]
{
camera = Camera::new(Point3::new(10.0, 10.0, 10.0), Point3::new(0.0, 0.0, 0.0));
camera.set_rotate_modifiers(Some(kiss3d::event::Modifiers::Control));
}
#[cfg(feature = "dim2")]
{
camera = Camera::new();
camera.set_zoom(50.0);
}
GraphicsManager {
camera,
rand: Pcg32::seed_from_u64(0),
b2sn: HashMap::new(),
#[cfg(feature = "fluids")]
f2sn: HashMap::new(),
#[cfg(feature = "fluids")]
boundary2sn: HashMap::new(),
b2color: HashMap::new(),
#[cfg(feature = "fluids")]
f2color: HashMap::new(),
ground_color: Point3::new(0.5, 0.5, 0.5),
b2wireframe: HashMap::new(),
ground_handle: None,
#[cfg(feature = "fluids")]
fluid_rendering_mode: FluidRenderingMode::StaticColor,
#[cfg(feature = "fluids")]
render_boundary_particles: false,
}
}
pub fn set_ground_handle(&mut self, handle: Option<RigidBodyHandle>) {
self.ground_handle = handle
}
#[cfg(feature = "fluids")]
pub fn set_fluid_rendering_mode(&mut self, mode: FluidRenderingMode) {
self.fluid_rendering_mode = mode;
}
#[cfg(feature = "fluids")]
pub fn enable_boundary_particles_rendering(&mut self, enabled: bool) {
self.render_boundary_particles = enabled;
for sn in self.boundary2sn.values_mut() {
sn.scene_node_mut().set_visible(enabled);
}
}
pub fn clear(&mut self, window: &mut Window) {
for sns in self.b2sn.values_mut() {
for sn in sns.iter_mut() {
if let Some(node) = sn.scene_node_mut() {
window.remove_graphics_node(node);
}
}
}
#[cfg(feature = "fluids")]
for sn in self.f2sn.values_mut().chain(self.boundary2sn.values_mut()) {
let node = sn.scene_node_mut();
window.remove_graphics_node(node);
}
self.b2sn.clear();
#[cfg(feature = "fluids")]
self.f2sn.clear();
#[cfg(feature = "fluids")]
self.boundary2sn.clear();
self.b2color.clear();
self.b2wireframe.clear();
self.rand = Pcg32::seed_from_u64(0);
}
pub fn remove_body_nodes(&mut self, window: &mut Window, body: RigidBodyHandle) {
if let Some(sns) = self.b2sn.get_mut(&body) {
for sn in sns.iter_mut() {
if let Some(node) = sn.scene_node_mut() {
window.remove_graphics_node(node);
}
}
}
self.b2sn.remove(&body);
}
#[cfg(feature = "fluids")]
pub fn set_fluid_color(&mut self, f: FluidHandle, color: Point3<f32>) {
self.f2color.insert(f, color);
if let Some(n) = self.f2sn.get_mut(&f) {
n.set_color(color)
}
}
pub fn set_body_color(&mut self, b: RigidBodyHandle, color: Point3<f32>) {
self.b2color.insert(b, color);
if let Some(ns) = self.b2sn.get_mut(&b) {
for n in ns.iter_mut() {
n.set_color(color)
}
}
}
pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool) {
self.b2wireframe.insert(b, enabled);
if let Some(ns) = self.b2sn.get_mut(&b) {
for n in ns.iter_mut().filter_map(|n| n.scene_node_mut()) {
if enabled {
n.set_surface_rendering_activation(true);
n.set_lines_width(1.0);
} else {
n.set_surface_rendering_activation(false);
n.set_lines_width(1.0);
}
}
}
}
pub fn toggle_wireframe_mode(&mut self, colliders: &ColliderSet, enabled: bool) {
for n in self.b2sn.values_mut().flat_map(|val| val.iter_mut()) {
let force_wireframe = if let Some(collider) = colliders.get(n.collider()) {
collider.is_sensor()
|| self
.b2wireframe
.get(&collider.parent())
.cloned()
.unwrap_or(false)
} else {
false
};
if let Some(node) = n.scene_node_mut() {
if force_wireframe || enabled {
node.set_lines_width(1.0);
node.set_surface_rendering_activation(false);
} else {
node.set_lines_width(0.0);
node.set_surface_rendering_activation(true);
}
}
}
}
fn gen_color(rng: &mut Pcg32) -> Point3<f32> {
let mut color: Point3<f32> = rng.gen();
color *= 1.5;
color.x = color.x.min(1.0);
color.y = color.y.min(1.0);
color.z = color.z.min(1.0);
color
}
fn alloc_color(&mut self, handle: RigidBodyHandle, is_static: bool) -> Point3<f32> {
let mut color = self.ground_color;
if !is_static {
match self.b2color.get(&handle).cloned() {
Some(c) => color = c,
None => color = Self::gen_color(&mut self.rand),
}
}
self.set_body_color(handle, color);
color
}
#[cfg(feature = "fluids")]
pub fn add_fluid(
&mut self,
window: &mut Window,
handle: FluidHandle,
fluid: &Fluid<f32>,
particle_radius: f32,
) {
let rand = &mut self.rand;
let color = *self
.f2color
.entry(handle)
.or_insert_with(|| Self::gen_color(rand));
self.add_fluid_with_color(window, handle, fluid, particle_radius, color);
}
#[cfg(feature = "fluids")]
pub fn add_boundary(
&mut self,
window: &mut Window,
handle: BoundaryHandle,
boundary: &Boundary<f32>,
particle_radius: f32,
) {
let color = self.ground_color;
let node = FluidNode::new(particle_radius, &boundary.positions, color, window);
self.boundary2sn.insert(handle, node);
}
#[cfg(feature = "fluids")]
pub fn add_fluid_with_color(
&mut self,
window: &mut Window,
handle: FluidHandle,
fluid: &Fluid<f32>,
particle_radius: f32,
color: Point3<f32>,
) {
let node = FluidNode::new(particle_radius, &fluid.positions, color, window);
self.f2sn.insert(handle, node);
}
pub fn add(
&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet,
) {
let body = bodies.get(handle).unwrap();
let color = self
.b2color
.get(&handle)
.cloned()
.unwrap_or_else(|| self.alloc_color(handle, !body.is_dynamic()));
self.add_with_color(window, handle, bodies, colliders, color)
}
pub fn add_with_color(
&mut self,
window: &mut Window,
handle: RigidBodyHandle,
bodies: &RigidBodySet,
colliders: &ColliderSet,
color: Point3<f32>,
) {
// let body = bodies.get(handle).unwrap();
let mut new_nodes = Vec::new();
for collider_handle in bodies[handle].colliders() {
let collider = &colliders[*collider_handle];
self.add_collider(window, *collider_handle, collider, color, &mut new_nodes);
}
new_nodes.iter_mut().for_each(|n| n.update(colliders));
for node in new_nodes.iter_mut().filter_map(|n| n.scene_node_mut()) {
if self.b2wireframe.get(&handle).cloned() == Some(true) {
node.set_lines_width(1.0);
node.set_surface_rendering_activation(false);
} else {
node.set_lines_width(0.0);
node.set_surface_rendering_activation(true);
}
}
let nodes = self.b2sn.entry(handle).or_insert_with(Vec::new);
nodes.append(&mut new_nodes);
}
fn add_collider(
&mut self,
window: &mut Window,
handle: ColliderHandle,
collider: &Collider,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
match collider.shape() {
Shape::Ball(ball) => {
out.push(Node::Ball(Ball::new(handle, ball.radius, color, window)))
}
Shape::Polygon(poly) => out.push(Node::Convex(Convex::new(
handle,
poly.vertices().to_vec(),
color,
window,
))),
Shape::Cuboid(cuboid) => out.push(Node::Box(BoxNode::new(
handle,
cuboid.half_extents,
color,
window,
))),
Shape::Capsule(capsule) => {
out.push(Node::Capsule(Capsule::new(handle, capsule, color, window)))
}
Shape::Triangle(triangle) => out.push(Node::Mesh(Mesh::new(
handle,
vec![triangle.a, triangle.b, triangle.c],
vec![Point3::new(0, 1, 2)],
color,
window,
))),
Shape::Trimesh(trimesh) => out.push(Node::Mesh(Mesh::new(
handle,
trimesh.vertices().to_vec(),
trimesh
.indices()
.iter()
.map(|idx| na::convert(*idx))
.collect(),
color,
window,
))),
Shape::HeightField(heightfield) => out.push(Node::HeightField(HeightField::new(
handle,
heightfield,
color,
window,
))),
}
}
/*
fn add_plane(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
shape: &shape::Plane<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let pos = colliders.get(object).unwrap().position();
let position = Point::from(pos.translation.vector);
let normal = pos * shape.normal();
out.push(Node::Plane(Plane::new(
object, colliders, &position, &normal, color, window,
)))
}
#[cfg(feature = "dim2")]
fn add_polyline(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &shape::Polyline<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let vertices = shape.points().to_vec();
let indices = shape.edges().iter().map(|e| e.indices).collect();
out.push(Node::Polyline(Polyline::new(
object, colliders, delta, vertices, indices, color, window,
)))
}
#[cfg(feature = "dim3")]
fn add_mesh(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &TriMesh<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let points = shape.points();
let faces = shape.faces();
let is = faces
.iter()
.map(|f| Point3::new(f.indices.x as u32, f.indices.y as u32, f.indices.z as u32))
.collect();
out.push(Node::Mesh(Mesh::new(
object,
colliders,
delta,
points.to_vec(),
is,
color,
window,
)))
}
fn add_heightfield(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
heightfield: &shape::HeightField<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
out.push(Node::HeightField(HeightField::new(
object,
colliders,
delta,
heightfield,
color,
window,
)))
}
fn add_capsule(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &shape::Capsule<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let margin = colliders.get(object).unwrap().margin();
out.push(Node::Capsule(Capsule::new(
object,
colliders,
delta,
shape.radius() + margin,
shape.height(),
color,
window,
)))
}
fn add_ball(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &shape::Ball<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let margin = colliders.get(object).unwrap().margin();
out.push(Node::Ball(Ball::new(
object,
colliders,
delta,
shape.radius() + margin,
color,
window,
)))
}
fn add_box(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &Cuboid<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let margin = colliders.get(object).unwrap().margin();
out.push(Node::Box(Box::new(
object,
colliders,
delta,
shape.half_extents() + Vector::repeat(margin),
color,
window,
)))
}
#[cfg(feature = "dim2")]
fn add_convex(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &ConvexPolygon<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let points = shape.points();
out.push(Node::Convex(Convex::new(
object,
colliders,
delta,
points.to_vec(),
color,
window,
)))
}
#[cfg(feature = "dim3")]
fn add_convex(
&mut self,
window: &mut Window,
object: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
delta: Isometry<f32>,
shape: &ConvexHull<f32>,
color: Point3<f32>,
out: &mut Vec<Node>,
) {
let mut chull = transformation::convex_hull(shape.points());
chull.replicate_vertices();
chull.recompute_normals();
out.push(Node::Convex(Convex::new(
object, colliders, delta, &chull, color, window,
)))
}
*/
#[cfg(feature = "fluids")]
pub fn draw_fluids(&mut self, liquid_world: &LiquidWorld<f32>) {
for (i, fluid) in liquid_world.fluids().iter() {
if let Some(node) = self.f2sn.get_mut(&i) {
node.update_with_fluid(fluid, self.fluid_rendering_mode)
}
}
if self.render_boundary_particles {
for (i, boundary) in liquid_world.boundaries().iter() {
if let Some(node) = self.boundary2sn.get_mut(&i) {
node.update_with_boundary(boundary)
}
}
}
}
pub fn draw(&mut self, colliders: &ColliderSet, window: &mut Window) {
// use kiss3d::camera::Camera;
// println!(
// "camera eye {:?}, at: {:?}",
// self.camera.eye(),
// self.camera.at()
// );
for (_, ns) in self.b2sn.iter_mut() {
for n in ns.iter_mut() {
n.update(colliders);
n.draw(window);
}
}
}
// pub fn draw_positions(&mut self, window: &mut Window, rbs: &RigidBodies<f32>) {
// for (_, ns) in self.b2sn.iter_mut() {
// for n in ns.iter_mut() {
// let object = n.object();
// let rb = rbs.get(object).expect("Rigid body not found.");
// // if let WorldObjectBorrowed::RigidBody(rb) = object {
// let t = rb.position();
// let center = rb.center_of_mass();
// let rotmat = t.rotation.to_rotation_matrix().unwrap();
// let x = rotmat.column(0) * 0.25f32;
// let y = rotmat.column(1) * 0.25f32;
// let z = rotmat.column(2) * 0.25f32;
// window.draw_line(center, &(*center + x), &Point3::new(1.0, 0.0, 0.0));
// window.draw_line(center, &(*center + y), &Point3::new(0.0, 1.0, 0.0));
// window.draw_line(center, &(*center + z), &Point3::new(0.0, 0.0, 1.0));
// // }
// }
// }
// }
pub fn camera(&self) -> &Camera {
&self.camera
}
pub fn camera_mut(&mut self) -> &mut Camera {
&mut self.camera
}
#[cfg(feature = "dim3")]
pub fn look_at(&mut self, eye: Point<f32>, at: Point<f32>) {
self.camera.look_at(eye, at);
}
#[cfg(feature = "dim2")]
pub fn look_at(&mut self, at: Point<f32>, zoom: f32) {
self.camera.look_at(at, zoom);
}
pub fn body_nodes(&self, handle: RigidBodyHandle) -> Option<&Vec<Node>> {
self.b2sn.get(&handle)
}
pub fn body_nodes_mut(&mut self, handle: RigidBodyHandle) -> Option<&mut Vec<Node>> {
self.b2sn.get_mut(&handle)
}
pub fn nodes(&self) -> impl Iterator<Item = &Node> {
self.b2sn.values().flat_map(|val| val.iter())
}
pub fn nodes_mut(&mut self) -> impl Iterator<Item = &mut Node> {
self.b2sn.values_mut().flat_map(|val| val.iter_mut())
}
#[cfg(feature = "dim3")]
pub fn set_up_axis(&mut self, up_axis: na::Vector3<f32>) {
self.camera.set_up_axis(up_axis);
}
}
impl Default for GraphicsManager {
fn default() -> Self {
Self::new()
}
}

52
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#[macro_use]
extern crate kiss3d;
extern crate nalgebra as na;
#[cfg(feature = "dim2")]
extern crate ncollide2d as ncollide;
#[cfg(feature = "dim3")]
extern crate ncollide3d as ncollide;
#[cfg(all(feature = "dim2", feature = "other-backends"))]
extern crate nphysics2d as nphysics;
#[cfg(all(feature = "dim3", feature = "other-backends"))]
extern crate nphysics3d as nphysics;
#[cfg(feature = "dim2")]
extern crate rapier2d as rapier;
#[cfg(feature = "dim3")]
extern crate rapier3d as rapier;
#[macro_use]
extern crate bitflags;
#[cfg(feature = "log")]
#[macro_use]
extern crate log;
pub use crate::engine::GraphicsManager;
pub use crate::testbed::Testbed;
#[cfg(all(feature = "dim2", feature = "other-backends"))]
mod box2d_backend;
mod engine;
#[cfg(feature = "other-backends")]
mod nphysics_backend;
pub mod objects;
#[cfg(all(feature = "dim3", feature = "other-backends"))]
mod physx_backend;
mod testbed;
mod ui;
#[cfg(feature = "dim2")]
pub mod math {
pub type Isometry<N> = na::Isometry2<N>;
pub type Vector<N> = na::Vector2<N>;
pub type Point<N> = na::Point2<N>;
pub type Translation<N> = na::Translation2<N>;
}
#[cfg(feature = "dim3")]
pub mod math {
pub type Isometry<N> = na::Isometry3<N>;
pub type Vector<N> = na::Vector3<N>;
pub type Point<N> = na::Point3<N>;
pub type Translation<N> = na::Translation3<N>;
}

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use ncollide::shape::{Ball, Capsule, Cuboid, ShapeHandle};
use nphysics::force_generator::DefaultForceGeneratorSet;
use nphysics::joint::{
DefaultJointConstraintSet, FixedConstraint, PrismaticConstraint, RevoluteConstraint,
};
use nphysics::object::{
BodyPartHandle, ColliderDesc, DefaultBodyHandle, DefaultBodySet, DefaultColliderSet,
RigidBodyDesc,
};
use nphysics::world::{DefaultGeometricalWorld, DefaultMechanicalWorld};
use rapier::counters::Counters;
use rapier::dynamics::{
IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
};
use rapier::geometry::{Collider, ColliderSet, Shape};
use rapier::math::{Isometry, Vector};
use std::collections::HashMap;
#[cfg(feature = "dim3")]
use {ncollide::shape::TriMesh, nphysics::joint::BallConstraint};
pub struct NPhysicsWorld {
rapier2nphysics: HashMap<RigidBodyHandle, DefaultBodyHandle>,
mechanical_world: DefaultMechanicalWorld<f32>,
geometrical_world: DefaultGeometricalWorld<f32>,
bodies: DefaultBodySet<f32>,
colliders: DefaultColliderSet<f32>,
joints: DefaultJointConstraintSet<f32>,
force_generators: DefaultForceGeneratorSet<f32>,
}
impl NPhysicsWorld {
pub fn from_rapier(
gravity: Vector<f32>,
bodies: &RigidBodySet,
colliders: &ColliderSet,
joints: &JointSet,
) -> Self {
let mut rapier2nphysics = HashMap::new();
let mechanical_world = DefaultMechanicalWorld::new(gravity);
let geometrical_world = DefaultGeometricalWorld::new();
let mut nphysics_bodies = DefaultBodySet::new();
let mut nphysics_colliders = DefaultColliderSet::new();
let mut nphysics_joints = DefaultJointConstraintSet::new();
let force_generators = DefaultForceGeneratorSet::new();
for (rapier_handle, rb) in bodies.iter() {
// let material = physics.create_material(rb.collider.friction, rb.collider.friction, 0.0);
let nphysics_rb = RigidBodyDesc::new().position(rb.position).build();
let nphysics_rb_handle = nphysics_bodies.insert(nphysics_rb);
rapier2nphysics.insert(rapier_handle, nphysics_rb_handle);
}
for (_, collider) in colliders.iter() {
let parent = &bodies[collider.parent()];
let nphysics_rb_handle = rapier2nphysics[&collider.parent()];
if let Some(collider) =
nphysics_collider_from_rapier_collider(&collider, parent.is_dynamic())
{
let nphysics_collider = collider.build(BodyPartHandle(nphysics_rb_handle, 0));
nphysics_colliders.insert(nphysics_collider);
} else {
eprintln!("Creating shape unknown to the nphysics backend.")
}
}
for joint in joints.iter() {
let b1 = BodyPartHandle(rapier2nphysics[&joint.body1], 0);
let b2 = BodyPartHandle(rapier2nphysics[&joint.body2], 0);
match &joint.params {
JointParams::FixedJoint(params) => {
let c = FixedConstraint::new(
b1,
b2,
params.local_anchor1.translation.vector.into(),
params.local_anchor1.rotation,
params.local_anchor2.translation.vector.into(),
params.local_anchor2.rotation,
);
nphysics_joints.insert(c);
}
#[cfg(feature = "dim3")]
JointParams::BallJoint(params) => {
let c = BallConstraint::new(b1, b2, params.local_anchor1, params.local_anchor2);
nphysics_joints.insert(c);
}
#[cfg(feature = "dim2")]
JointParams::BallJoint(params) => {
let c =
RevoluteConstraint::new(b1, b2, params.local_anchor1, params.local_anchor2);
nphysics_joints.insert(c);
}
#[cfg(feature = "dim3")]
JointParams::RevoluteJoint(params) => {
let c = RevoluteConstraint::new(
b1,
b2,
params.local_anchor1,
params.local_axis1,
params.local_anchor2,
params.local_axis2,
);
nphysics_joints.insert(c);
}
JointParams::PrismaticJoint(params) => {
let mut c = PrismaticConstraint::new(
b1,
b2,
params.local_anchor1,
params.local_axis1(),
params.local_anchor2,
);
if params.limits_enabled {
c.enable_min_offset(params.limits[0]);
c.enable_max_offset(params.limits[1]);
}
nphysics_joints.insert(c);
}
}
}
Self {
rapier2nphysics,
mechanical_world,
geometrical_world,
bodies: nphysics_bodies,
colliders: nphysics_colliders,
joints: nphysics_joints,
force_generators,
}
}
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
self.mechanical_world
.integration_parameters
.max_position_iterations = params.max_position_iterations;
self.mechanical_world
.integration_parameters
.max_velocity_iterations = params.max_velocity_iterations;
self.mechanical_world
.integration_parameters
.set_dt(params.dt());
counters.step_started();
self.mechanical_world.step(
&mut self.geometrical_world,
&mut self.bodies,
&mut self.colliders,
&mut self.joints,
&mut self.force_generators,
);
counters.step_completed();
}
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
for (rapier_handle, nphysics_handle) in self.rapier2nphysics.iter() {
let mut rb = bodies.get_mut(*rapier_handle).unwrap();
let ra = self.bodies.rigid_body(*nphysics_handle).unwrap();
let pos = *ra.position();
rb.set_position(pos);
for coll_handle in rb.colliders() {
let collider = &mut colliders[*coll_handle];
collider.set_position_debug(pos * collider.delta());
}
}
}
}
fn nphysics_collider_from_rapier_collider(
collider: &Collider,
is_dynamic: bool,
) -> Option<ColliderDesc<f32>> {
let margin = ColliderDesc::<f32>::default_margin();
let mut pos = Isometry::identity();
let shape = match collider.shape() {
Shape::Cuboid(cuboid) => {
ShapeHandle::new(Cuboid::new(cuboid.half_extents.map(|e| e - margin)))
}
Shape::Ball(ball) => ShapeHandle::new(Ball::new(ball.radius - margin)),
Shape::Capsule(capsule) => {
pos = capsule.transform_wrt_y();
ShapeHandle::new(Capsule::new(capsule.half_height(), capsule.radius))
}
Shape::HeightField(heightfield) => ShapeHandle::new(heightfield.clone()),
#[cfg(feature = "dim3")]
Shape::Trimesh(trimesh) => ShapeHandle::new(TriMesh::new(
trimesh.vertices().to_vec(),
trimesh
.indices()
.iter()
.map(|idx| na::convert(*idx))
.collect(),
None,
)),
_ => return None,
};
let density = if is_dynamic { collider.density() } else { 0.0 };
Some(
ColliderDesc::new(shape)
.position(pos)
.density(density)
.sensor(collider.is_sensor()),
)
}

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use crate::objects::node::{self, GraphicsNode};
use kiss3d::window::Window;
use na::Point3;
use rapier::geometry::{ColliderHandle, ColliderSet};
use rapier::math::Isometry;
pub struct Ball {
color: Point3<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl Ball {
pub fn new(
collider: ColliderHandle,
radius: f32,
color: Point3<f32>,
window: &mut Window,
) -> Ball {
#[cfg(feature = "dim2")]
let node = window.add_circle(radius);
#[cfg(feature = "dim3")]
let node = window.add_sphere(radius);
let mut res = Ball {
color,
base_color: color,
gfx: node,
collider,
};
// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&Isometry::identity(),
);
}
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.collider
}
}

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use crate::objects::node::{self, GraphicsNode};
use kiss3d::window;
use na::Point3;
use rapier::geometry::{ColliderHandle, ColliderSet};
use rapier::math::{Isometry, Vector};
pub struct Box {
color: Point3<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl Box {
pub fn new(
collider: ColliderHandle,
half_extents: Vector<f32>,
color: Point3<f32>,
window: &mut window::Window,
) -> Box {
let extents = half_extents * 2.0;
#[cfg(feature = "dim2")]
let node = window.add_rectangle(extents.x, extents.y);
#[cfg(feature = "dim3")]
let node = window.add_cube(extents.x, extents.y, extents.z);
let mut res = Box {
color,
base_color: color,
gfx: node,
collider,
};
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&Isometry::identity(),
);
}
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.collider
}
}

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use crate::objects::node::{self, GraphicsNode};
use kiss3d::window;
use na::Point3;
use rapier::geometry::{self, ColliderHandle, ColliderSet};
use rapier::math::Isometry;
pub struct Capsule {
color: Point3<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl Capsule {
pub fn new(
collider: ColliderHandle,
capsule: &geometry::Capsule,
color: Point3<f32>,
window: &mut window::Window,
) -> Capsule {
let r = capsule.radius;
let h = capsule.half_height() * 2.0;
#[cfg(feature = "dim2")]
let node = window.add_planar_capsule(r, h);
#[cfg(feature = "dim3")]
let node = window.add_capsule(r, h);
let mut res = Capsule {
color,
base_color: color,
gfx: node,
collider,
};
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&Isometry::identity(),
);
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
self.color = color;
self.base_color = color;
}
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.collider
}
}

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#![allow(warnings)] // TODO: remove this.
#[cfg(feature = "dim2")]
use crate::math::Vector;
use crate::math::{Isometry, Point};
use crate::objects::node::{self, GraphicsNode};
use kiss3d::window::Window;
use na::Point3;
use rapier::geometry::{ColliderHandle, ColliderSet};
pub struct Convex {
color: Point3<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
body: ColliderHandle,
}
impl Convex {
pub fn new(
body: ColliderHandle,
vertices: Vec<Point<f32>>,
color: Point3<f32>,
window: &mut Window,
) -> Convex {
#[cfg(feature = "dim2")]
let node = window.add_convex_polygon(vertices, Vector::from_element(1.0));
#[cfg(feature = "dim3")]
let node = unimplemented!();
let mut res = Convex {
color,
base_color: color,
gfx: node,
body,
};
// res.gfx.set_texture_from_file(&Path::new("media/kitten.png"), "kitten");
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.body,
&self.color,
&Isometry::identity(),
);
}
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.body
}
}

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#[cfg(feature = "dim3")]
use crate::objects::node::{self, GraphicsNode};
use kiss3d::window::Window;
use na::{self, Point3};
use ncollide::shape;
#[cfg(feature = "dim3")]
use ncollide::transformation::ToTriMesh;
use rapier::geometry::{ColliderHandle, ColliderSet};
#[cfg(feature = "dim2")]
use rapier::math::Point;
#[cfg(feature = "dim3")]
use rapier::math::Vector;
pub struct HeightField {
color: Point3<f32>,
base_color: Point3<f32>,
#[cfg(feature = "dim2")]
vertices: Vec<Point<f32>>,
#[cfg(feature = "dim3")]
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl HeightField {
#[cfg(feature = "dim2")]
pub fn new(
collider: ColliderHandle,
heightfield: &shape::HeightField<f32>,
color: Point3<f32>,
_: &mut Window,
) -> HeightField {
let mut vertices = Vec::new();
for seg in heightfield.segments() {
vertices.push(seg.a);
vertices.push(seg.b);
}
HeightField {
color,
base_color: color,
vertices,
collider,
}
}
#[cfg(feature = "dim3")]
pub fn new(
collider: ColliderHandle,
heightfield: &shape::HeightField<f32>,
color: Point3<f32>,
window: &mut Window,
) -> HeightField {
let mesh = heightfield.to_trimesh(());
let mut res = HeightField {
color,
base_color: color,
gfx: window.add_trimesh(mesh, Vector::repeat(1.0)),
collider: collider,
};
res.gfx.enable_backface_culling(false);
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
#[cfg(feature = "dim3")]
{
self.gfx.set_color(color.x, color.y, color.z);
}
self.color = color;
self.base_color = color;
}
#[cfg(feature = "dim3")]
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&na::Isometry::identity(),
);
}
#[cfg(feature = "dim2")]
pub fn update(&mut self, _colliders: &ColliderSet) {}
#[cfg(feature = "dim3")]
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
#[cfg(feature = "dim3")]
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.collider
}
#[cfg(feature = "dim2")]
pub fn draw(&mut self, window: &mut Window) {
for vtx in self.vertices.chunks(2) {
window.draw_planar_line(&vtx[0], &vtx[1], &self.color)
}
}
}

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use crate::objects::node::{self, GraphicsNode};
use kiss3d::window;
use na::Point3;
use rapier::geometry::{ColliderHandle, ColliderSet};
use rapier::math::{Isometry, Point};
use std::cell::RefCell;
use std::rc::Rc;
pub struct Mesh {
color: Point3<f32>,
base_color: Point3<f32>,
gfx: GraphicsNode,
collider: ColliderHandle,
}
impl Mesh {
pub fn new(
collider: ColliderHandle,
vertices: Vec<Point<f32>>,
indices: Vec<Point3<u32>>,
color: Point3<f32>,
window: &mut window::Window,
) -> Mesh {
let vs = vertices;
let is = indices.into_iter().map(na::convert).collect();
let mesh;
let gfx;
#[cfg(feature = "dim2")]
{
mesh = kiss3d::resource::PlanarMesh::new(vs, is, None, false);
gfx = window.add_planar_mesh(
Rc::new(RefCell::new(mesh)),
crate::math::Vector::from_element(1.0),
);
}
#[cfg(feature = "dim3")]
{
mesh = kiss3d::resource::Mesh::new(vs, is, None, None, false);
gfx = window.add_mesh(Rc::new(RefCell::new(mesh)), na::Vector3::from_element(1.0));
}
let mut res = Mesh {
color,
base_color: color,
gfx,
collider,
};
res.gfx.enable_backface_culling(false);
res.gfx.set_color(color.x, color.y, color.z);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &ColliderSet) {
node::update_scene_node(
&mut self.gfx,
colliders,
self.collider,
&self.color,
&Isometry::identity(),
);
// // Update if some deformation occurred.
// // FIXME: don't update if it did not move.
// if let Some(c) = colliders.get(self.collider) {
// if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
// let shape = c.shape().as_shape::<TriMesh<f32>>().unwrap();
// let vtx = shape.points();
//
// self.gfx.modify_vertices(&mut |vertices| {
// for (v, new_v) in vertices.iter_mut().zip(vtx.iter()) {
// *v = *new_v
// }
// });
// self.gfx.recompute_normals();
// }
// }
}
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> ColliderHandle {
self.collider
}
}

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pub mod ball;
pub mod box_node;
pub mod capsule;
pub mod convex;
pub mod heightfield;
pub mod mesh;
pub mod node;
//pub mod plane;
//#[cfg(feature = "dim2")]
//pub mod polyline;

164
src_testbed/objects/node.rs Normal file
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use crate::objects::ball::Ball;
use crate::objects::box_node::Box;
use crate::objects::capsule::Capsule;
use crate::objects::convex::Convex;
use crate::objects::heightfield::HeightField;
use crate::objects::mesh::Mesh;
//use crate::objects::plane::Plane;
//#[cfg(feature = "dim2")]
//use crate::objects::polyline::Polyline;
use kiss3d::window::Window;
use na::Point3;
use rapier::geometry::{ColliderHandle, ColliderSet};
use rapier::math::Isometry;
#[cfg(feature = "dim2")]
pub type GraphicsNode = kiss3d::scene::PlanarSceneNode;
#[cfg(feature = "dim3")]
pub type GraphicsNode = kiss3d::scene::SceneNode;
pub enum Node {
// Plane(Plane),
Ball(Ball),
Box(Box),
HeightField(HeightField),
Capsule(Capsule),
// #[cfg(feature = "dim2")]
// Polyline(Polyline),
Mesh(Mesh),
Convex(Convex),
}
impl Node {
pub fn select(&mut self) {
match *self {
// Node::Plane(ref mut n) => n.select(),
Node::Ball(ref mut n) => n.select(),
Node::Box(ref mut n) => n.select(),
Node::Capsule(ref mut n) => n.select(),
Node::HeightField(ref mut n) => n.select(),
// #[cfg(feature = "dim2")]
// Node::Polyline(ref mut n) => n.select(),
Node::Mesh(ref mut n) => n.select(),
Node::Convex(ref mut n) => n.select(),
}
}
pub fn unselect(&mut self) {
match *self {
// Node::Plane(ref mut n) => n.unselect(),
Node::Ball(ref mut n) => n.unselect(),
Node::Box(ref mut n) => n.unselect(),
Node::Capsule(ref mut n) => n.unselect(),
Node::HeightField(ref mut n) => n.unselect(),
// #[cfg(feature = "dim2")]
// Node::Polyline(ref mut n) => n.unselect(),
Node::Mesh(ref mut n) => n.unselect(),
Node::Convex(ref mut n) => n.unselect(),
}
}
pub fn update(&mut self, colliders: &ColliderSet) {
match *self {
// Node::Plane(ref mut n) => n.update(colliders),
Node::Ball(ref mut n) => n.update(colliders),
Node::Box(ref mut n) => n.update(colliders),
Node::Capsule(ref mut n) => n.update(colliders),
Node::HeightField(ref mut n) => n.update(colliders),
// #[cfg(feature = "dim2")]
// Node::Polyline(ref mut n) => n.update(colliders),
Node::Mesh(ref mut n) => n.update(colliders),
Node::Convex(ref mut n) => n.update(colliders),
}
}
#[cfg(feature = "dim2")]
pub fn draw(&mut self, window: &mut Window) {
match *self {
// Node::Polyline(ref mut n) => n.draw(_window),
Node::HeightField(ref mut n) => n.draw(window),
// Node::Plane(ref mut n) => n.draw(_window),
_ => {}
}
}
#[cfg(feature = "dim3")]
pub fn draw(&mut self, _: &mut Window) {}
pub fn scene_node(&self) -> Option<&GraphicsNode> {
match *self {
// #[cfg(feature = "dim3")]
// Node::Plane(ref n) => Some(n.scene_node()),
Node::Ball(ref n) => Some(n.scene_node()),
Node::Box(ref n) => Some(n.scene_node()),
Node::Capsule(ref n) => Some(n.scene_node()),
#[cfg(feature = "dim3")]
Node::HeightField(ref n) => Some(n.scene_node()),
Node::Mesh(ref n) => Some(n.scene_node()),
Node::Convex(ref n) => Some(n.scene_node()),
#[cfg(feature = "dim2")]
_ => None,
}
}
pub fn scene_node_mut(&mut self) -> Option<&mut GraphicsNode> {
match *self {
// #[cfg(feature = "dim3")]
// Node::Plane(ref mut n) => Some(n.scene_node_mut()),
Node::Ball(ref mut n) => Some(n.scene_node_mut()),
Node::Box(ref mut n) => Some(n.scene_node_mut()),
Node::Capsule(ref mut n) => Some(n.scene_node_mut()),
#[cfg(feature = "dim3")]
Node::HeightField(ref mut n) => Some(n.scene_node_mut()),
Node::Mesh(ref mut n) => Some(n.scene_node_mut()),
Node::Convex(ref mut n) => Some(n.scene_node_mut()),
#[cfg(feature = "dim2")]
_ => None,
}
}
pub fn collider(&self) -> ColliderHandle {
match *self {
// Node::Plane(ref n) => n.object(),
Node::Ball(ref n) => n.object(),
Node::Box(ref n) => n.object(),
Node::Capsule(ref n) => n.object(),
Node::HeightField(ref n) => n.object(),
// #[cfg(feature = "dim2")]
// Node::Polyline(ref n) => n.object(),
Node::Mesh(ref n) => n.object(),
Node::Convex(ref n) => n.object(),
}
}
pub fn set_color(&mut self, color: Point3<f32>) {
match *self {
// Node::Plane(ref mut n) => n.set_color(color),
Node::Ball(ref mut n) => n.set_color(color),
Node::Box(ref mut n) => n.set_color(color),
Node::Capsule(ref mut n) => n.set_color(color),
Node::HeightField(ref mut n) => n.set_color(color),
// #[cfg(feature = "dim2")]
// Node::Polyline(ref mut n) => n.set_color(color),
Node::Mesh(ref mut n) => n.set_color(color),
Node::Convex(ref mut n) => n.set_color(color),
}
}
}
pub fn update_scene_node(
node: &mut GraphicsNode,
colliders: &ColliderSet,
handle: ColliderHandle,
color: &Point3<f32>,
delta: &Isometry<f32>,
) {
if let Some(co) = colliders.get(handle) {
node.set_local_transformation(co.position() * delta);
node.set_color(color.x, color.y, color.z);
} else {
node.set_visible(false);
node.unlink();
}
}

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#[cfg(feature = "dim3")]
use crate::objects::node::GraphicsNode;
use kiss3d::window::Window;
use na::Point3;
#[cfg(feature = "dim3")]
use na::Vector3;
#[cfg(feature = "dim2")]
use nphysics::math::{Point, Vector};
use nphysics::object::{DefaultColliderHandle, DefaultColliderSet};
#[cfg(feature = "dim3")]
use num::Zero;
#[cfg(feature = "dim3")]
pub struct Plane {
gfx: GraphicsNode,
collider: DefaultColliderHandle,
}
#[cfg(feature = "dim2")]
pub struct Plane {
color: Point3<f32>,
base_color: Point3<f32>,
position: Point<f32>,
normal: na::Unit<Vector<f32>>,
collider: DefaultColliderHandle,
}
impl Plane {
#[cfg(feature = "dim2")]
pub fn new(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
position: &Point<f32>,
normal: &Vector<f32>,
color: Point3<f32>,
_: &mut Window,
) -> Plane {
let mut res = Plane {
color,
base_color: color,
position: *position,
normal: na::Unit::new_normalize(*normal),
collider,
};
res.update(colliders);
res
}
#[cfg(feature = "dim3")]
pub fn new(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
world_pos: &Point3<f32>,
world_normal: &Vector3<f32>,
color: Point3<f32>,
window: &mut Window,
) -> Plane {
let mut res = Plane {
gfx: window.add_quad(100.0, 100.0, 10, 10),
collider,
};
if colliders
.get(collider)
.unwrap()
.query_type()
.is_proximity_query()
{
res.gfx.set_surface_rendering_activation(false);
res.gfx.set_lines_width(1.0);
}
res.gfx.set_color(color.x, color.y, color.z);
let up = if world_normal.z.is_zero() && world_normal.y.is_zero() {
Vector3::z()
} else {
Vector3::x()
};
res.gfx
.reorient(world_pos, &(*world_pos + *world_normal), &up);
res.update(colliders);
res
}
pub fn select(&mut self) {}
pub fn unselect(&mut self) {}
pub fn update(&mut self, _: &DefaultColliderSet<f32>) {
// FIXME: atm we assume the plane does not move
}
#[cfg(feature = "dim3")]
pub fn set_color(&mut self, color: Point3<f32>) {
self.gfx.set_color(color.x, color.y, color.z);
}
#[cfg(feature = "dim2")]
pub fn set_color(&mut self, color: Point3<f32>) {
self.color = color;
self.base_color = color;
}
#[cfg(feature = "dim3")]
pub fn scene_node(&self) -> &GraphicsNode {
&self.gfx
}
#[cfg(feature = "dim3")]
pub fn scene_node_mut(&mut self) -> &mut GraphicsNode {
&mut self.gfx
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
#[cfg(feature = "dim2")]
pub fn draw(&mut self, window: &mut Window) {
let orth = Vector::new(-self.normal.y, self.normal.x);
window.draw_planar_line(
&(self.position - orth * 50.0),
&(self.position + orth * 50.0),
&self.color,
);
}
}

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use kiss3d::window::Window;
use na::{Isometry2, Point2, Point3};
use ncollide2d::shape;
use nphysics2d::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet};
pub struct Polyline {
color: Point3<f32>,
base_color: Point3<f32>,
vertices: Vec<Point2<f32>>,
indices: Vec<Point2<usize>>,
collider: DefaultColliderHandle,
pos: Isometry2<f32>,
}
impl Polyline {
pub fn new(
collider: DefaultColliderHandle,
colliders: &DefaultColliderSet<f32>,
_: Isometry2<f32>,
vertices: Vec<Point2<f32>>,
indices: Vec<Point2<usize>>,
color: Point3<f32>,
_: &mut Window,
) -> Polyline {
let mut res = Polyline {
color,
pos: Isometry2::identity(),
base_color: color,
vertices,
indices,
collider,
};
res.update(colliders);
res
}
pub fn select(&mut self) {
self.color = Point3::new(1.0, 0.0, 0.0);
}
pub fn unselect(&mut self) {
self.color = self.base_color;
}
pub fn set_color(&mut self, color: Point3<f32>) {
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &DefaultColliderSet<f32>) {
// Update if some deformation occurred.
// FIXME: don't update if it did not move.
if let Some(c) = colliders.get(self.collider) {
self.pos = *c.position();
if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
let shape = c.shape().as_shape::<shape::Polyline<f32>>().unwrap();
self.vertices = shape.points().to_vec();
self.indices.clear();
for e in shape.edges() {
self.indices.push(e.indices);
}
}
}
}
pub fn object(&self) -> DefaultColliderHandle {
self.collider
}
pub fn draw(&mut self, window: &mut Window) {
for idx in &self.indices {
let p1 = self.pos * self.vertices[idx.x];
let p2 = self.pos * self.vertices[idx.y];
window.draw_planar_line(&p1, &p2, &self.color)
}
}
}

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#![allow(dead_code)]
use na::{Isometry3, Matrix3, Matrix4, Point3, Rotation3, Translation3, UnitQuaternion, Vector3};
use physx::prelude::*;
use rapier::counters::Counters;
use rapier::dynamics::{
IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
};
use rapier::geometry::{Collider, ColliderSet, Shape};
use rapier::utils::WBasis;
use std::collections::HashMap;
const PX_PHYSICS_VERSION: u32 = physx::version(4, 1, 1);
trait IntoNa {
type Output;
fn into_na(self) -> Self::Output;
}
impl IntoNa for glam::Mat4 {
type Output = Matrix4<f32>;
fn into_na(self) -> Self::Output {
self.to_cols_array_2d().into()
}
}
trait IntoPhysx {
type Output;
fn into_physx(self) -> Self::Output;
}
impl IntoPhysx for Vector3<f32> {
type Output = physx_sys::PxVec3;
fn into_physx(self) -> Self::Output {
physx_sys::PxVec3 {
x: self.x,
y: self.y,
z: self.z,
}
}
}
impl IntoPhysx for Point3<f32> {
type Output = physx_sys::PxVec3;
fn into_physx(self) -> Self::Output {
physx_sys::PxVec3 {
x: self.x,
y: self.y,
z: self.z,
}
}
}
impl IntoPhysx for Isometry3<f32> {
type Output = physx_sys::PxTransform;
fn into_physx(self) -> Self::Output {
physx::transform::gl_to_px_tf(self.into_glam())
}
}
trait IntoGlam {
type Output;
fn into_glam(self) -> Self::Output;
}
impl IntoGlam for Vector3<f32> {
type Output = glam::Vec3;
fn into_glam(self) -> Self::Output {
glam::vec3(self.x, self.y, self.z)
}
}
impl IntoGlam for Point3<f32> {
type Output = glam::Vec3;
fn into_glam(self) -> Self::Output {
glam::vec3(self.x, self.y, self.z)
}
}
impl IntoGlam for Matrix4<f32> {
type Output = glam::Mat4;
fn into_glam(self) -> Self::Output {
glam::Mat4::from_cols_array_2d(&self.into())
}
}
impl IntoGlam for Isometry3<f32> {
type Output = glam::Mat4;
fn into_glam(self) -> Self::Output {
glam::Mat4::from_cols_array_2d(&self.to_homogeneous().into())
}
}
thread_local! {
pub static FOUNDATION: std::cell::RefCell<Foundation> = std::cell::RefCell::new(Foundation::new(PX_PHYSICS_VERSION));
}
pub struct PhysxWorld {
physics: Physics,
cooking: Cooking,
scene: Scene,
rapier2physx: HashMap<RigidBodyHandle, BodyHandle>,
}
impl PhysxWorld {
pub fn from_rapier(
gravity: Vector3<f32>,
integration_parameters: &IntegrationParameters,
bodies: &RigidBodySet,
colliders: &ColliderSet,
joints: &JointSet,
use_two_friction_directions: bool,
num_threads: usize,
) -> Self {
let mut rapier2physx = HashMap::new();
let mut physics = FOUNDATION.with(|f| {
PhysicsBuilder::default()
.load_extensions(false)
.build(&mut *f.borrow_mut())
});
let mut cooking = FOUNDATION.with(|f| unsafe {
let sc = physx_sys::PxTolerancesScale_new();
let params = physx_sys::PxCookingParams_new(&sc);
Cooking::new(PX_PHYSICS_VERSION, &mut *f.borrow_mut(), params)
});
let scene_desc = MySceneBuilder::default()
.set_gravity(gravity.into_glam())
.set_simulation_threading(SimulationThreadType::Dedicated(num_threads as u32))
// .set_broad_phase_type(BroadPhaseType::SweepAndPrune)
// .set_solver_type(physx_sys::PxSolverType::eTGS)
.build_desc(&mut physics);
let raw_scene =
unsafe { physx_sys::PxPhysics_createScene_mut(physics.get_raw_mut(), &scene_desc) };
// FIXME: we do this because we are also using two
// friction directions. We should add to rapier the option to use
// one friction direction too, and perhaps an equivalent of physX
// ePATCH friction type.
if use_two_friction_directions {
unsafe {
physx_sys::PxScene_setFrictionType_mut(
raw_scene,
physx_sys::PxFrictionType::eTWO_DIRECTIONAL,
);
}
}
let mut scene = Scene::new(raw_scene);
for (rapier_handle, rb) in bodies.iter() {
use physx::rigid_dynamic::RigidDynamic;
use physx::rigid_static::RigidStatic;
use physx::transform;
let pos = transform::gl_to_px_tf(rb.position.to_homogeneous().into_glam());
if rb.is_dynamic() {
let actor = unsafe {
physx_sys::PxPhysics_createRigidDynamic_mut(physics.get_raw_mut(), &pos)
};
unsafe {
physx_sys::PxRigidDynamic_setSolverIterationCounts_mut(
actor,
integration_parameters.max_position_iterations as u32,
integration_parameters.max_velocity_iterations as u32,
);
}
let physx_handle = scene.add_dynamic(RigidDynamic::new(actor));
rapier2physx.insert(rapier_handle, physx_handle);
} else {
let actor = unsafe {
physx_sys::PxPhysics_createRigidStatic_mut(physics.get_raw_mut(), &pos)
};
let physx_handle = scene.add_actor(RigidStatic::new(actor));
rapier2physx.insert(rapier_handle, physx_handle);
}
}
for (_, collider) in colliders.iter() {
if let Some((px_collider, collider_pos)) =
physx_collider_from_rapier_collider(&collider)
{
let material = physics.create_material(
collider.friction,
collider.friction,
collider.restitution,
);
let geometry = cooking.make_geometry(px_collider);
let flags = if collider.is_sensor() {
physx_sys::PxShapeFlags {
mBits: physx_sys::PxShapeFlag::eTRIGGER_SHAPE as u8,
}
} else {
physx_sys::PxShapeFlags {
mBits: physx_sys::PxShapeFlag::eSIMULATION_SHAPE as u8,
}
};
let handle = rapier2physx[&collider.parent()];
let parent_body = &bodies[collider.parent()];
let parent = if !parent_body.is_dynamic() {
scene.get_static_mut(handle).unwrap().as_ptr_mut().ptr
as *mut physx_sys::PxRigidActor
} else {
scene.get_dynamic_mut(handle).unwrap().as_ptr_mut().ptr
as *mut physx_sys::PxRigidActor
};
unsafe {
let shape = physx_sys::PxPhysics_createShape_mut(
physics.get_raw_mut(),
geometry.as_raw(),
material,
true,
flags.into(),
);
let pose = collider_pos.into_physx();
physx_sys::PxShape_setLocalPose_mut(shape, &pose);
physx_sys::PxRigidActor_attachShape_mut(parent, shape);
};
}
}
let mut res = Self {
physics,
cooking,
scene,
rapier2physx,
};
res.setup_joints(joints);
res
}
fn setup_joints(&mut self, joints: &JointSet) {
unsafe {
for joint in joints.iter() {
let actor1 = self.rapier2physx[&joint.body1];
let actor2 = self.rapier2physx[&joint.body2];
match &joint.params {
JointParams::BallJoint(params) => {
let frame1 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor1.coords, na::zero()).into_glam(),
);
let frame2 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor2.coords, na::zero()).into_glam(),
);
physx_sys::phys_PxSphericalJointCreate(
self.physics.get_raw_mut(),
actor1.0 as *mut _,
&frame1 as *const _,
actor2.0 as *mut _,
&frame2 as *const _,
);
}
JointParams::RevoluteJoint(params) => {
// NOTE: orthonormal_basis() returns the two basis vectors.
// However we only use one and recompute the other just to
// make sure our basis is right-handed.
let basis1a = params.local_axis1.orthonormal_basis()[0];
let basis2a = params.local_axis2.orthonormal_basis()[0];
let basis1b = params.local_axis1.cross(&basis1a);
let basis2b = params.local_axis2.cross(&basis2a);
let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
params.local_axis1.into_inner(),
basis1a,
basis1b,
]));
let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
params.local_axis2.into_inner(),
basis2a,
basis2b,
]));
let axisangle1 = rotmat1.scaled_axis();
let axisangle2 = rotmat2.scaled_axis();
let frame1 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
);
let frame2 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
);
physx_sys::phys_PxRevoluteJointCreate(
self.physics.get_raw_mut(),
actor1.0 as *mut _,
&frame1 as *const _,
actor2.0 as *mut _,
&frame2 as *const _,
);
}
JointParams::PrismaticJoint(params) => {
// NOTE: orthonormal_basis() returns the two basis vectors.
// However we only use one and recompute the other just to
// make sure our basis is right-handed.
let basis1a = params.local_axis1().orthonormal_basis()[0];
let basis2a = params.local_axis2().orthonormal_basis()[0];
let basis1b = params.local_axis1().cross(&basis1a);
let basis2b = params.local_axis2().cross(&basis2a);
let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
params.local_axis1().into_inner(),
basis1a,
basis1b,
]));
let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
params.local_axis2().into_inner(),
basis2a,
basis2b,
]));
let axisangle1 = rotmat1.scaled_axis();
let axisangle2 = rotmat2.scaled_axis();
let frame1 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor1.coords, axisangle1).into_glam(),
);
let frame2 = physx::transform::gl_to_px_tf(
Isometry3::new(params.local_anchor2.coords, axisangle2).into_glam(),
);
let joint = physx_sys::phys_PxPrismaticJointCreate(
self.physics.get_raw_mut(),
actor1.0 as *mut _,
&frame1 as *const _,
actor2.0 as *mut _,
&frame2 as *const _,
);
if params.limits_enabled {
let limits = physx_sys::PxJointLinearLimitPair {
restitution: 0.0,
bounceThreshold: 0.0,
stiffness: 0.0,
damping: 0.0,
contactDistance: 0.01,
lower: params.limits[0],
upper: params.limits[1],
};
physx_sys::PxPrismaticJoint_setLimit_mut(joint, &limits);
physx_sys::PxPrismaticJoint_setPrismaticJointFlag_mut(
joint,
physx_sys::PxPrismaticJointFlag::eLIMIT_ENABLED,
true,
);
}
}
JointParams::FixedJoint(params) => {
let frame1 =
physx::transform::gl_to_px_tf(params.local_anchor1.into_glam());
let frame2 =
physx::transform::gl_to_px_tf(params.local_anchor2.into_glam());
physx_sys::phys_PxFixedJointCreate(
self.physics.get_raw_mut(),
actor1.0 as *mut _,
&frame1 as *const _,
actor2.0 as *mut _,
&frame2 as *const _,
);
}
}
}
}
}
pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
counters.step_started();
self.scene.step(params.dt(), true);
counters.step_completed();
}
pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
for (rapier_handle, physx_handle) in self.rapier2physx.iter() {
let mut rb = bodies.get_mut(*rapier_handle).unwrap();
let ra = self.scene.get_rigid_actor(*physx_handle).unwrap();
let pos = ra.get_global_pose().into_na();
let iso = na::convert_unchecked(pos);
rb.set_position(iso);
if rb.is_kinematic() {}
for coll_handle in rb.colliders() {
let collider = &mut colliders[*coll_handle];
collider.set_position_debug(iso * collider.delta());
}
}
}
}
fn physx_collider_from_rapier_collider(
collider: &Collider,
) -> Option<(ColliderDesc, Isometry3<f32>)> {
let mut local_pose = Isometry3::identity();
let desc = match collider.shape() {
Shape::Cuboid(cuboid) => ColliderDesc::Box(
cuboid.half_extents.x,
cuboid.half_extents.y,
cuboid.half_extents.z,
),
Shape::Ball(ball) => ColliderDesc::Sphere(ball.radius),
Shape::Capsule(capsule) => {
let center = capsule.center();
let mut dir = capsule.b - capsule.a;
if dir.x < 0.0 {
dir = -dir;
}
let rot = UnitQuaternion::rotation_between(&Vector3::x(), &dir);
local_pose =
Translation3::from(center.coords) * rot.unwrap_or(UnitQuaternion::identity());
ColliderDesc::Capsule(capsule.radius, capsule.height())
}
Shape::Trimesh(trimesh) => ColliderDesc::TriMesh {
vertices: trimesh
.vertices()
.iter()
.map(|pt| pt.into_physx())
.collect(),
indices: trimesh.flat_indices().to_vec(),
mesh_scale: Vector3::repeat(1.0).into_glam(),
},
_ => {
eprintln!("Creating a shape unknown to the PhysX backend.");
return None;
}
};
Some((desc, local_pose))
}
/*
*
* XXX: All the remaining code is a duplicate from physx-rs to allow more customizations.
*
*/
use physx::scene::SimulationThreadType;
pub struct MySceneBuilder {
gravity: glam::Vec3,
simulation_filter_shader: Option<physx_sys::SimulationFilterShader>,
simulation_threading: Option<SimulationThreadType>,
broad_phase_type: BroadPhaseType,
use_controller_manager: bool,
controller_manager_locking: bool,
call_default_filter_shader_first: bool,
use_ccd: bool,
enable_ccd_resweep: bool,
solver_type: u32,
}
impl Default for MySceneBuilder {
fn default() -> Self {
Self {
gravity: glam::Vec3::new(0.0, -9.80665, 0.0), // standard gravity value
call_default_filter_shader_first: true,
simulation_filter_shader: None,
simulation_threading: None,
broad_phase_type: BroadPhaseType::SweepAndPrune,
use_controller_manager: false,
controller_manager_locking: false,
use_ccd: false,
enable_ccd_resweep: false,
solver_type: physx_sys::PxSolverType::ePGS,
}
}
}
impl MySceneBuilder {
/// Set the gravity for the scene.
///
/// Default: [0.0, -9.80665, 0.0] (standard gravity)
pub fn set_gravity(&mut self, gravity: glam::Vec3) -> &mut Self {
self.gravity = gravity;
self
}
/// Set a callback to be invoked on various simulation events. Note:
/// Currently only handles collision events
///
/// Default: not set
pub fn set_simulation_filter_shader(
&mut self,
simulation_filter_shader: physx_sys::SimulationFilterShader,
) -> &mut Self {
self.simulation_filter_shader = Some(simulation_filter_shader);
self
}
/// Enable the controller manager on the scene.
///
/// Default: false, false
pub fn use_controller_manager(
&mut self,
use_controller_manager: bool,
locking_enabled: bool,
) -> &mut Self {
self.use_controller_manager = use_controller_manager;
self.controller_manager_locking = locking_enabled;
self
}
pub fn set_solver_type(&mut self, solver_type: u32) -> &mut Self {
self.solver_type = solver_type;
self
}
/// Sets whether the filter should begin by calling the default filter shader
/// PxDefaultSimulationFilterShader that emulates the PhysX 2.8 rules.
///
/// Default: true
pub fn set_call_default_filter_shader_first(
&mut self,
call_default_filter_shader_first: bool,
) -> &mut Self {
self.call_default_filter_shader_first = call_default_filter_shader_first;
self
}
/// Set the number of threads to use for simulation
///
/// Default: not set
pub fn set_simulation_threading(
&mut self,
simulation_threading: SimulationThreadType,
) -> &mut Self {
self.simulation_threading = Some(simulation_threading);
self
}
/// Set collision detection type
///
/// Default: Sweep and prune
pub fn set_broad_phase_type(&mut self, broad_phase_type: BroadPhaseType) -> &mut Self {
self.broad_phase_type = broad_phase_type;
self
}
/// Set if CCD (continuous collision detection) should be available for use in the scene.
/// Doesn't automatically enable it for all rigid bodies, they still need to be flagged.
///
/// If you don't set enable_ccd_resweep to true, eDISABLE_CCD_RESWEEP is set, which improves performance
/// at the cost of accuracy right after bounces.
///
/// Default: false, false
pub fn set_use_ccd(&mut self, use_ccd: bool, enable_ccd_resweep: bool) -> &mut Self {
self.use_ccd = use_ccd;
self.enable_ccd_resweep = enable_ccd_resweep;
self
}
pub(super) fn build_desc(&self, physics: &mut Physics) -> physx_sys::PxSceneDesc {
unsafe {
let tolerances = physics.get_tolerances_scale();
let mut scene_desc = physx_sys::PxSceneDesc_new(tolerances);
let dispatcher = match self.simulation_threading.as_ref().expect("foo") {
SimulationThreadType::Default => {
physx_sys::phys_PxDefaultCpuDispatcherCreate(1, std::ptr::null_mut()) as *mut _
}
SimulationThreadType::Dedicated(count) => {
physx_sys::phys_PxDefaultCpuDispatcherCreate(*count, std::ptr::null_mut())
as *mut _
}
SimulationThreadType::Shared(dispatcher) => *dispatcher as *mut _,
};
scene_desc.cpuDispatcher = dispatcher;
scene_desc.gravity = physx::transform::gl_to_px_v3(self.gravity);
if self.use_ccd {
scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eENABLE_CCD;
if !self.enable_ccd_resweep {
scene_desc.flags.mBits |= physx_sys::PxSceneFlag::eDISABLE_CCD_RESWEEP;
}
}
if let Some(filter_shader) = self.simulation_filter_shader {
physx_sys::enable_custom_filter_shader(
&mut scene_desc as *mut physx_sys::PxSceneDesc,
filter_shader,
if self.call_default_filter_shader_first {
1
} else {
0
},
);
} else {
scene_desc.filterShader = physx_sys::get_default_simulation_filter_shader();
}
scene_desc.broadPhaseType = self.broad_phase_type.into();
scene_desc.solverType = self.solver_type;
scene_desc
}
}
}

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use kiss3d::conrod::{self, Borderable, Colorable, Labelable, Positionable, Sizeable, Widget};
use kiss3d::window::Window;
use rapier::dynamics::IntegrationParameters;
use crate::testbed::{RunMode, TestbedActionFlags, TestbedState, TestbedStateFlags};
const SIDEBAR_W: f64 = 200.0;
const ELEMENT_W: f64 = SIDEBAR_W - 20.0;
const ELEMENT_H: f64 = 20.0;
const VSPACE: f64 = 4.0;
const TITLE_VSPACE: f64 = 4.0;
const LEFT_MARGIN: f64 = 10.0;
const ALPHA: f32 = 0.9;
widget_ids! {
pub struct ConrodIds {
canvas,
title_backends_list,
title_demos_list,
title_slider_vel_iter,
title_slider_pos_iter,
title_slider_num_threads,
title_slider_ccd_substeps,
title_slider_min_island_size,
title_warmstart_coeff,
title_frequency,
backends_list,
demos_list,
button_pause,
button_single_step,
button_restart,
button_quit,
button_prev_example,
button_next_example,
button_take_snapshot,
button_restore_snapshot,
slider_vel_iter,
slider_pos_iter,
slider_num_threads,
slider_ccd_substeps,
slider_min_island_size,
slider_warmstart_coeff,
slider_frequency,
toggle_sleep,
toggle_warm_starting,
toggle_sub_stepping,
toggle_shapes,
toggle_joints,
toggle_aabbs,
toggle_contact_points,
toggle_contact_normals,
toggle_center_of_masses,
toggle_statistics,
toggle_profile,
toggle_debug,
toggle_wireframe,
separator0,
separator1,
separator2,
}
}
pub struct TestbedUi {
ids: ConrodIds,
}
impl TestbedUi {
pub fn new(window: &mut Window) -> Self {
use conrod::position::{Align, Direction, Padding, Position, Relative};
let mut ui = window.conrod_ui_mut();
ui.theme = conrod::Theme {
name: "Testbed theme".to_string(),
padding: Padding::none(),
x_position: Position::Relative(Relative::Align(Align::Start), None),
y_position: Position::Relative(Relative::Direction(Direction::Backwards, 20.0), None),
background_color: conrod::color::DARK_CHARCOAL.alpha(ALPHA),
shape_color: conrod::color::LIGHT_CHARCOAL.alpha(ALPHA),
border_color: conrod::color::BLACK.alpha(ALPHA),
border_width: 0.0,
label_color: conrod::color::WHITE.alpha(ALPHA),
font_id: None,
font_size_large: 15,
font_size_medium: 11,
font_size_small: 8,
widget_styling: conrod::theme::StyleMap::default(),
mouse_drag_threshold: 0.0,
double_click_threshold: std::time::Duration::from_millis(500),
};
Self {
ids: ConrodIds::new(ui.widget_id_generator()),
}
}
pub fn update(
&mut self,
window: &mut Window,
integration_parameters: &mut IntegrationParameters,
state: &mut TestbedState,
) {
let ui_root = window.conrod_ui().window;
let mut ui = window.conrod_ui_mut().set_widgets();
conrod::widget::Canvas::new()
// .title_bar("Demos")
// .title_bar_color(conrod::color::Color::Rgba(1.0, 0.0, 0.0, 1.0))
// .pad(100.0)
// .pad_left(MARGIN)
// .pad_right(MARGIN)
.scroll_kids_vertically()
.mid_right_with_margin(10.0)
.w(SIDEBAR_W)
.padded_h_of(ui_root, 10.0)
.set(self.ids.canvas, &mut ui);
// NOTE: If examples_names is empty, we can't change the backend because
// we have no way to properly restart the simulation.
if state.backend_names.len() > 1 && !state.example_names.is_empty() {
/*
* Backend drop-down.
*/
conrod::widget::Text::new("Select backend:")
.top_left_with_margins_on(self.ids.canvas, VSPACE, LEFT_MARGIN)
.set(self.ids.title_backends_list, &mut ui);
for selected in conrod::widget::DropDownList::new(
&state.backend_names,
Some(state.selected_backend),
)
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_backends_list, TITLE_VSPACE)
.left_justify_label()
.w_h(ELEMENT_W, ELEMENT_H)
.color(conrod::color::LIGHT_CHARCOAL) // No alpha.
.set(self.ids.backends_list, &mut ui)
{
if selected != state.selected_backend {
#[cfg(feature = "dim3")]
fn is_physx(id: usize) -> bool {
id == crate::testbed::PHYSX_BACKEND_PATCH_FRICTION
|| id == crate::testbed::PHYSX_BACKEND_TWO_FRICTION_DIR
}
#[cfg(all(feature = "dim3", feature = "other-backends"))]
if (is_physx(state.selected_backend) && !is_physx(selected))
|| (!is_physx(state.selected_backend) && is_physx(selected))
{
// PhysX defaults (4 position iterations, 1 velocity) are the
// opposite of rapier's (4 velocity iterations, 1 position).
std::mem::swap(
&mut integration_parameters.max_position_iterations,
&mut integration_parameters.max_velocity_iterations,
);
}
state.selected_backend = selected;
state
.action_flags
.set(TestbedActionFlags::BACKEND_CHANGED, true)
}
}
separator(
self.ids.canvas,
self.ids.backends_list,
self.ids.separator0,
&mut ui,
);
} else {
conrod::widget::Text::new("")
.top_left_with_margins_on(self.ids.canvas, 0.0, LEFT_MARGIN)
.set(self.ids.separator0, &mut ui);
}
let display_ticks = state.example_names.len() > 1;
let _select_example_title = if display_ticks {
"Select example:"
} else {
"Current example:"
};
let tick_width = if display_ticks { 20.0 } else { 0.0 };
/*
* Examples drop-down.
*/
conrod::widget::Text::new("Select example:")
.down_from(self.ids.separator0, VSPACE)
// .top_left_with_margins_on(self.ids.canvas, VSPACE, LEFT_MARGIN)
// .w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.title_demos_list, &mut ui);
for selected in
conrod::widget::DropDownList::new(&state.example_names, Some(state.selected_example))
// .mid_top_with_margin_on(self.ids.canvas, 20.0)
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_demos_list, TITLE_VSPACE)
// .right_from(self.ids.button_prev_example, 0.0)
.left_justify_label()
.w_h(ELEMENT_W - tick_width, ELEMENT_H)
.color(conrod::color::LIGHT_CHARCOAL) // No alpha.
.set(self.ids.demos_list, &mut ui)
{
if selected != state.selected_example {
state.selected_example = selected;
state
.action_flags
.set(TestbedActionFlags::EXAMPLE_CHANGED, true)
}
}
if display_ticks {
for _click in conrod::widget::Button::new()
.label("<")
.align_middle_x_of(self.ids.canvas)
.left_from(self.ids.demos_list, 0.0)
.w_h(10.0, ELEMENT_H)
.enabled(state.selected_example > 0)
.color(conrod::color::LIGHT_CHARCOAL) // No alpha.
.set(self.ids.button_prev_example, &mut ui)
{
if state.selected_example > 0 {
state.selected_example -= 1;
state
.action_flags
.set(TestbedActionFlags::EXAMPLE_CHANGED, true)
}
}
for _click in conrod::widget::Button::new()
.label(">")
.align_middle_x_of(self.ids.canvas)
.right_from(self.ids.demos_list, 0.0)
.w_h(10.0, ELEMENT_H)
.enabled(state.selected_example + 1 < state.example_names.len())
.color(conrod::color::LIGHT_CHARCOAL) // No alpha.
.set(self.ids.button_next_example, &mut ui)
{
if state.selected_example + 1 < state.example_names.len() {
state.selected_example += 1;
state
.action_flags
.set(TestbedActionFlags::EXAMPLE_CHANGED, true)
}
}
}
separator(
self.ids.canvas,
self.ids.demos_list,
self.ids.separator1,
&mut ui,
);
let curr_vel_iters = integration_parameters.max_velocity_iterations;
let curr_pos_iters = integration_parameters.max_position_iterations;
#[cfg(feature = "parallel")]
let curr_num_threads = state.num_threads;
let curr_max_ccd_substeps = integration_parameters.max_ccd_substeps;
let curr_min_island_size = integration_parameters.min_island_size;
let curr_warmstart_coeff = integration_parameters.warmstart_coeff;
let curr_frequency = integration_parameters.inv_dt().round() as usize;
conrod::widget::Text::new("Vel. Iters.:")
.down_from(self.ids.separator1, VSPACE)
.set(self.ids.title_slider_vel_iter, &mut ui);
for val in conrod::widget::Slider::new(curr_vel_iters as f32, 0.0, 200.0)
.label(&curr_vel_iters.to_string())
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_slider_vel_iter, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_vel_iter, &mut ui)
{
integration_parameters.max_velocity_iterations = val as usize;
}
conrod::widget::Text::new("Pos. Iters.:")
.down_from(self.ids.slider_vel_iter, VSPACE)
.set(self.ids.title_slider_pos_iter, &mut ui);
for val in conrod::widget::Slider::new(curr_pos_iters as f32, 0.0, 200.0)
.label(&curr_pos_iters.to_string())
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_slider_pos_iter, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_pos_iter, &mut ui)
{
integration_parameters.max_position_iterations = val as usize;
}
#[cfg(feature = "parallel")]
{
conrod::widget::Text::new("Num. Threads.:")
.down_from(self.ids.slider_pos_iter, VSPACE)
.set(self.ids.title_slider_num_threads, &mut ui);
for val in conrod::widget::Slider::new(
curr_num_threads as f32,
1.0,
num_cpus::get_physical() as f32,
)
.label(&curr_num_threads.to_string())
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_slider_num_threads, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_num_threads, &mut ui)
{
if state.num_threads != val as usize {
state.num_threads = val as usize;
state.thread_pool = rapier::rayon::ThreadPoolBuilder::new()
.num_threads(state.num_threads)
.build()
.unwrap();
}
}
}
conrod::widget::Text::new("CCD substeps:")
.down_from(
if cfg!(feature = "parallel") {
self.ids.slider_num_threads
} else {
self.ids.slider_pos_iter
},
VSPACE,
)
.set(self.ids.title_slider_ccd_substeps, &mut ui);
for val in conrod::widget::Slider::new(curr_max_ccd_substeps as f32, 0.0, 10.0)
.label(&curr_max_ccd_substeps.to_string())
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_slider_ccd_substeps, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_ccd_substeps, &mut ui)
{
integration_parameters.max_ccd_substeps = val as usize;
}
conrod::widget::Text::new("Min island size:")
.down_from(self.ids.slider_ccd_substeps, VSPACE)
.set(self.ids.title_slider_min_island_size, &mut ui);
for val in conrod::widget::Slider::new(curr_min_island_size as f32, 1.0, 10000.0)
.label(&curr_min_island_size.to_string())
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_slider_min_island_size, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_min_island_size, &mut ui)
{
integration_parameters.min_island_size = val as usize;
}
conrod::widget::Text::new("Warm-start coeff.:")
.down_from(self.ids.slider_min_island_size, VSPACE)
.set(self.ids.title_warmstart_coeff, &mut ui);
for val in conrod::widget::Slider::new(curr_warmstart_coeff as f32, 0.0, 1.0)
.label(&format!("{:.2}", curr_warmstart_coeff))
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_warmstart_coeff, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_warmstart_coeff, &mut ui)
{
integration_parameters.warmstart_coeff = val;
}
conrod::widget::Text::new("Frequency:")
.down_from(self.ids.slider_warmstart_coeff, VSPACE)
.set(self.ids.title_frequency, &mut ui);
for val in conrod::widget::Slider::new(curr_frequency as f32, 0.0, 240.0)
.label(&format!("{:.2}Hz", curr_frequency))
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.title_frequency, TITLE_VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.slider_frequency, &mut ui)
{
integration_parameters.set_inv_dt(val.round());
}
let toggle_list = [
("Sleep", self.ids.toggle_sleep, TestbedStateFlags::SLEEP),
// ("Warm Starting", self.ids.toggle_warm_starting, TestbedStateFlags::WARM_STARTING),
(
"Sub-Stepping",
self.ids.toggle_sub_stepping,
TestbedStateFlags::SUB_STEPPING,
),
("", self.ids.separator2, TestbedStateFlags::NONE),
// ("Shapes", self.ids.toggle_shapes, TestbedStateFlags::SHAPES),
// ("Joints", self.ids.toggle_joints, TestbedStateFlags::JOINTS),
("AABBs", self.ids.toggle_aabbs, TestbedStateFlags::AABBS),
(
"Contacts",
self.ids.toggle_contact_points,
TestbedStateFlags::CONTACT_POINTS,
),
// ("ContactManifold Normals", self.ids.toggle_contact_normals, TestbedStateFlags::CONTACT_NORMALS),
(
"Wireframe",
self.ids.toggle_wireframe,
TestbedStateFlags::WIREFRAME,
),
// ("Center of Masses", self.ids.toggle_center_of_masses, TestbedStateFlags::CENTER_OF_MASSES),
// ("Statistics", self.ids.toggle_statistics, TestbedStateFlags::STATISTICS),
(
"Profile",
self.ids.toggle_profile,
TestbedStateFlags::PROFILE,
),
(
"Debug infos",
self.ids.toggle_debug,
TestbedStateFlags::DEBUG,
),
];
toggles(
&toggle_list,
self.ids.canvas,
self.ids.slider_frequency,
&mut ui,
&mut state.flags,
);
let label = if state.running == RunMode::Stop {
"Start (T)"
} else {
"Pause (T)"
};
for _press in conrod::widget::Button::new()
.label(label)
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.toggle_debug, VSPACE)
.w_h(ELEMENT_W, ELEMENT_H)
.set(self.ids.button_pause, &mut ui)
{
if state.running == RunMode::Stop {
state.running = RunMode::Running
} else {
state.running = RunMode::Stop
}
}
for _press in conrod::widget::Button::new()
.label("Single Step (S)")
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.button_pause, VSPACE)
.set(self.ids.button_single_step, &mut ui)
{
state.running = RunMode::Step
}
for _press in conrod::widget::Button::new()
.label("Take snapshot")
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.button_single_step, VSPACE)
.set(self.ids.button_take_snapshot, &mut ui)
{
state
.action_flags
.set(TestbedActionFlags::TAKE_SNAPSHOT, true);
}
for _press in conrod::widget::Button::new()
.label("Restore snapshot")
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.button_take_snapshot, VSPACE)
.set(self.ids.button_restore_snapshot, &mut ui)
{
state
.action_flags
.set(TestbedActionFlags::RESTORE_SNAPSHOT, true);
}
let before_quit_button_id = if !state.example_names.is_empty() {
for _press in conrod::widget::Button::new()
.label("Restart (R)")
.align_middle_x_of(self.ids.canvas)
.down_from(self.ids.button_restore_snapshot, VSPACE)
.set(self.ids.button_restart, &mut ui)
{
state.action_flags.set(TestbedActionFlags::RESTART, true);
}
self.ids.button_restart
} else {
self.ids.button_restore_snapshot
};
#[cfg(not(target_arch = "wasm32"))]
for _press in conrod::widget::Button::new()
.label("Quit (Esc)")
.align_middle_x_of(self.ids.canvas)
.down_from(before_quit_button_id, VSPACE)
.set(self.ids.button_quit, &mut ui)
{
state.running = RunMode::Quit
}
}
}
fn toggles(
toggles: &[(&str, conrod::widget::Id, TestbedStateFlags)],
canvas: conrod::widget::Id,
prev: conrod::widget::Id,
ui: &mut conrod::UiCell,
flags: &mut TestbedStateFlags,
) {
toggle(
toggles[0].0,
toggles[0].2,
canvas,
prev,
toggles[0].1,
ui,
flags,
);
for win in toggles.windows(2) {
toggle(win[1].0, win[1].2, canvas, win[0].1, win[1].1, ui, flags)
}
}
fn toggle(
title: &str,
flag: TestbedStateFlags,
canvas: conrod::widget::Id,
prev: conrod::widget::Id,
curr: conrod::widget::Id,
ui: &mut conrod::UiCell,
flags: &mut TestbedStateFlags,
) {
if title == "" {
// This is a separator.
separator(canvas, prev, curr, ui)
} else {
for _pressed in conrod::widget::Toggle::new(flags.contains(flag))
.mid_left_with_margin_on(canvas, LEFT_MARGIN)
.down_from(prev, VSPACE)
.w_h(20.0 /*ELEMENT_W*/, ELEMENT_H)
.label(title)
.label_color(kiss3d::conrod::color::WHITE)
.label_x(conrod::position::Relative::Direction(
conrod::position::Direction::Forwards,
5.0,
))
.border(2.0)
// .border_color(kiss3d::conrod::color::WHITE)
.set(curr, ui)
{
flags.toggle(flag)
}
}
}
fn separator(
canvas: conrod::widget::Id,
prev: conrod::widget::Id,
curr: conrod::widget::Id,
ui: &mut conrod::UiCell,
) {
conrod::widget::Line::centred([-ELEMENT_W / 2.0, 0.0], [ELEMENT_W / 2.0, 0.0])
.align_middle_x_of(canvas)
.down_from(prev, VSPACE)
.w(ELEMENT_W)
.set(curr, ui);
}