feat: change the character controller’s solve_character_collision_impulses to take multiple CharacterCollision (#646)
* character controller: solve multiple collisions * add solve multiple collisions to changelog * chore: apply review comments --------- Co-authored-by: Sébastien Crozet <sebcrozet@dimforge.com>
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@@ -51,6 +51,8 @@ This release introduces two new crates:
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- Rename `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z` to avoid confusing it with `::ANG_X/ANG_Y/ANG_Z`.
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- The function `RigidBody::add_collider` is now private. It was only public because it was needed for some internal
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`bevy_rapier` plumbings, but it is no longer useful. Adding a collider must always go througthe `ColliderSet`.
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- `CharacterController::solve_character_collision_impulses` now takes multiple `CharacterCollision` as parameter:
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this change will allow further internal optimizations.
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## v0.19.0 (05 May 2024)
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@@ -782,11 +782,40 @@ impl KinematicCharacterController {
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true
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}
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/// For a given collision between a character and its environment, this method will apply
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/// impulses to the rigid-bodies surrounding the character shape at the time of the collision.
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/// For the given collisions between a character and its environment, this method will apply
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/// impulses to the rigid-bodies surrounding the character shape at the time of the collisions.
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/// Note that the impulse calculation is only approximate as it is not based on a global
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/// constraints resolution scheme.
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pub fn solve_character_collision_impulses(
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&self,
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dt: Real,
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bodies: &mut RigidBodySet,
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colliders: &ColliderSet,
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queries: &QueryPipeline,
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character_shape: &dyn Shape,
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character_mass: Real,
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collisions: impl IntoIterator<Item = CharacterCollision>,
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filter: QueryFilter,
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) {
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for collision in collisions {
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self.solve_single_character_collision_impulse(
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dt,
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bodies,
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colliders,
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queries,
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character_shape,
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character_mass,
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&collision,
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filter,
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);
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}
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}
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/// For the given collision between a character and its environment, this method will apply
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/// impulses to the rigid-bodies surrounding the character shape at the time of the collision.
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/// Note that the impulse calculation is only approximate as it is not based on a global
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/// constraints resolution scheme.
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fn solve_single_character_collision_impulse(
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&self,
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dt: Real,
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bodies: &mut RigidBodySet,
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@@ -811,8 +811,6 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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QueryFilter::new().exclude_rigid_body(character_handle),
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|c| collisions.push(c),
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);
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for collision in &collisions {
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controller.solve_character_collision_impulses(
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phx.integration_parameters.dt,
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&mut phx.bodies,
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@@ -820,10 +818,9 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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&phx.query_pipeline,
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character_collider.shape(),
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character_mass,
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collision,
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collisions,
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QueryFilter::new().exclude_rigid_body(character_handle),
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)
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}
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);
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let character_body = &mut phx.bodies[character_handle];
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let pos = character_body.position();
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