Start integrating salva into rapier.
This commit is contained in:
@@ -17,6 +17,9 @@ pub(crate) use self::solver::IslandSolver;
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#[cfg(feature = "parallel")]
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pub(crate) use self::solver::ParallelIslandSolver;
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#[cfg(feature = "fluids")]
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pub use salva::object::{Boundary, BoundaryHandle, BoundarySet, Fluid, FluidHandle, FluidSet};
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mod integration_parameters;
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mod joint;
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mod mass_properties;
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@@ -370,6 +370,12 @@ impl RigidBody {
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self.apply_impulse(impulse, wake_up);
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self.apply_torque_impulse(torque_impulse, wake_up);
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}
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/// The velocity of the given world-space point on this rigid-body.
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pub fn velocity_at_point(&self, point: &Point<f32>) -> Vector<f32> {
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let dpt = point - self.world_com;
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self.linvel + self.angvel.gcross(dpt)
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}
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}
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/// A builder for rigid-bodies.
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@@ -16,6 +16,10 @@ pub extern crate nalgebra as na;
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pub extern crate ncollide2d as ncollide;
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#[cfg(feature = "dim3")]
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pub extern crate ncollide3d as ncollide;
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#[cfg(feature = "dim2")]
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pub extern crate salva2d as salva;
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#[cfg(feature = "dim3")]
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pub extern crate salva3d as salva;
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#[cfg(feature = "serde")]
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#[macro_use]
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extern crate serde;
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293
src/pipeline/fluids_pipeline.rs
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293
src/pipeline/fluids_pipeline.rs
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@@ -0,0 +1,293 @@
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use crate::approx::AbsDiffEq;
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use crate::dynamics::RigidBodySet;
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use crate::geometry::{ColliderHandle, ColliderSet};
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use crate::math::{Point, Vector};
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use crate::salva::solver::DFSPHSolver;
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use crate::salva::LiquidWorld;
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use na::{RealField, Unit};
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use ncollide::bounding_volume::BoundingVolume;
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use ncollide::query::PointQuery;
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use ncollide::shape::FeatureId;
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use salva::coupling::CouplingManager;
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use salva::geometry::{HGrid, HGridEntry};
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use salva::object::{BoundaryHandle, BoundarySet, Fluid};
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use salva::TimestepManager;
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use std::collections::HashMap;
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use std::sync::RwLock;
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/// Pipeline for particle-based fluid simulation.
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pub struct FluidsPipeline {
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liquid_world: LiquidWorld,
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coupling: ColliderCouplingSet,
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}
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impl FluidsPipeline {
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/// Initialize a new pipeline for fluids simulation.
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///
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/// # Parameters
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///
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/// - `particle_radius`: the radius of every particle for the fluid simulation.
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/// - `smoothing_factor`: the smoothing factor used to compute the SPH kernel radius.
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/// The kernel radius will be computed as `particle_radius * smoothing_factor * 2.0.
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pub fn new(particle_radius: f32, smoothing_factor: f32) -> Self {
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let dfsph: DFSPHSolver = DFSPHSolver::new();
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Self {
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liquid_world: LiquidWorld::new(dfsph, particle_radius, smoothing_factor),
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coupling: ColliderCouplingSet::new(),
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}
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}
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/// Advances the fluid simulation by `dt` milliseconds.
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///
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/// All the fluid particles will be affected by an acceleration equal to `gravity`.
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/// This `step` function may apply forces to some rigid-bodies that interact with fluids.
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/// However, it will not integrate these forces. Use the `PhysicsPipeline` for this integration.
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pub fn step(
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&mut self,
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gravity: &Vector<f32>,
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dt: f32,
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colliders: &ColliderSet,
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bodies: &mut RigidBodySet,
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) {
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self.liquid_world.step_with_coupling(
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dt,
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gravity,
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&mut self.coupling.as_manager_mut(colliders, bodies),
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)
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}
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}
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/// The way a collider is coupled to a boundary object.
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pub enum ParticleSampling {
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/// The collider shape is approximated with the given sample points in local-space.
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///
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/// It is recommended that those points are separated by a distance smaller or equal to twice
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/// the particle radius used to initialize the LiquidWorld.
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StaticSampling(Vec<Point<f32>>),
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/// The collider shape is approximated by a dynamic set of points automatically computed based on contacts with fluid particles.
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DynamicContactSampling,
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}
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struct ColliderCouplingEntry {
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coupling_method: ParticleSampling,
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boundary: BoundaryHandle,
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features: Vec<FeatureId>,
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}
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/// Structure managing all the coupling between colliders from rapier with boundaries and fluids from salva.
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pub struct ColliderCouplingSet {
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entries: HashMap<ColliderHandle, ColliderCouplingEntry>,
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}
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impl ColliderCouplingSet {
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/// Create a new collider coupling manager.
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pub fn new() -> Self {
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Self {
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entries: HashMap::new(),
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}
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}
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/// Register a coupling between a boundary and a collider.
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/// There can be only up to one coupling between a collider and a boundary object. If a coupling
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/// already exists for this collider when calling this function, the handle of the previously coupled
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/// boundary is returned.
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pub fn register_coupling(
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&mut self,
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boundary: BoundaryHandle,
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collider: ColliderHandle,
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coupling_method: ParticleSampling,
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) -> Option<BoundaryHandle> {
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let old = self.entries.insert(
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collider,
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ColliderCouplingEntry {
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coupling_method,
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boundary,
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features: Vec::new(),
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},
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);
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old.map(|e| e.boundary)
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}
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/// Unregister a coupling between a boundary and a collider.
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/// Note that this does not remove the boundary itself from the liquid world.
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/// Returns the handle of the boundary this collider was coupled with.
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pub fn unregister_coupling(&mut self, collider: ColliderHandle) -> Option<BoundaryHandle> {
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let deleted = self.entries.remove(&collider);
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deleted.map(|e| e.boundary)
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}
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/// Use this collider coupling set as a coupling manager.
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pub fn as_manager_mut<'a>(
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&'a mut self,
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colliders: &'a ColliderSet,
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bodies: &'a mut RigidBodySet,
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) -> ColliderCouplingManager {
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ColliderCouplingManager {
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coupling: self,
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colliders,
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bodies,
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}
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}
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}
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/// A manager for coupling colliders from rapier2d/rapier3D with the boundary
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/// objects from salva.
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pub struct ColliderCouplingManager<'a> {
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coupling: &'a mut ColliderCouplingSet,
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colliders: &'a ColliderSet,
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bodies: &'a mut RigidBodySet,
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}
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impl<'a> CouplingManager for ColliderCouplingManager<'a> {
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fn update_boundaries(
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&mut self,
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timestep: &TimestepManager,
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h: f32,
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particle_radius: f32,
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hgrid: &HGrid<HGridEntry>,
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fluids: &mut [Fluid],
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boundaries: &mut BoundarySet,
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) {
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for (collider, coupling) in &mut self.coupling.entries {
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if let (Some(collider), Some(boundary)) = (
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self.colliders.get(*collider),
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boundaries.get_mut(coupling.boundary),
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) {
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// Update the boundary's ability to receive forces.
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let body = self.bodies.get(collider.parent());
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if let Some(body) = body {
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if !body.is_dynamic() {
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boundary.forces = None;
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} else {
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boundary.forces = Some(RwLock::new(Vec::new()));
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boundary.clear_forces(true);
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}
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}
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// Update positions and velocities.
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boundary.positions.clear();
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boundary.velocities.clear();
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boundary.volumes.clear();
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coupling.features.clear();
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match &coupling.coupling_method {
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ParticleSampling::StaticSampling(points) => {
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for pt in points {
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boundary.positions.push(collider.position() * pt);
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// FIXME: how do we get the point-velocity of deformable bodies correctly?
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let velocity = body.map(|b| b.velocity_at_point(pt));
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boundary
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.velocities
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.push(velocity.unwrap_or(Vector::zeros()));
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}
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boundary.volumes.resize(points.len(), na::zero::<f32>());
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}
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ParticleSampling::DynamicContactSampling => {
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let prediction = h * na::convert::<_, f32>(0.5);
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let margin = particle_radius * na::convert::<_, f32>(0.1);
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let collider_pos = collider.position();
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let aabb = collider
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.shape()
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.compute_aabb(&collider_pos)
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.loosened(h + prediction);
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for particle in hgrid
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.cells_intersecting_aabb(&aabb.mins, &aabb.maxs)
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.flat_map(|e| e.1)
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{
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match particle {
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HGridEntry::FluidParticle(fluid_id, particle_id) => {
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let fluid = &mut fluids[*fluid_id];
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let particle_pos = fluid.positions[*particle_id]
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+ fluid.velocities[*particle_id] * timestep.dt();
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if aabb.contains_local_point(&particle_pos) {
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let (proj, feature) =
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collider.shape().project_point_with_feature(
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&collider_pos,
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&particle_pos,
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);
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let dpt = particle_pos - proj.point;
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if let Some((normal, depth)) =
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Unit::try_new_and_get(dpt, f32::default_epsilon())
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{
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if proj.is_inside {
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fluid.positions[*particle_id] -=
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*normal * (depth + margin);
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let vel_err =
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normal.dot(&fluid.velocities[*particle_id]);
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if vel_err > na::zero::<f32>() {
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fluid.velocities[*particle_id] -=
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*normal * vel_err;
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}
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} else if depth > h + prediction {
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continue;
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}
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}
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let velocity =
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body.map(|b| b.velocity_at_point(&proj.point));
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boundary
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.velocities
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.push(velocity.unwrap_or(Vector::zeros()));
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boundary.positions.push(proj.point);
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boundary.volumes.push(na::zero::<f32>());
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coupling.features.push(feature);
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}
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}
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HGridEntry::BoundaryParticle(..) => {
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// Not yet implemented.
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}
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}
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}
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}
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}
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boundary.clear_forces(true);
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}
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}
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}
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fn transmit_forces(&mut self, boundaries: &BoundarySet) {
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for (collider, coupling) in &self.coupling.entries {
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if let (Some(collider), Some(boundary)) = (
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self.colliders.get(*collider),
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boundaries.get(coupling.boundary),
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) {
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if boundary.positions.is_empty() {
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continue;
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}
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if let Some(forces) = &boundary.forces {
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let forces = forces.read().unwrap();
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if let Some(mut body) = self.bodies.get_mut(collider.parent) {
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for (pos, force) in boundary.positions.iter().zip(forces.iter().cloned()) {
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// FIXME: how do we deal with large density ratio?
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// Is it only an issue with PBF?
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// The following commented code was an attempt to limit the force applied
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// to the bodies in order to avoid large forces.
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//
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// let ratio = na::convert::<_, f32>(3.0)
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// * body.part(body_part.1).unwrap().inertia().mass();
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//
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// if ratio < na::convert::<_, f32>(1.0) {
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// force *= ratio;
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// }
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body.apply_force_at_point(force, *pos)
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}
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}
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}
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}
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}
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}
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}
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@@ -2,10 +2,14 @@
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pub use collision_pipeline::CollisionPipeline;
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pub use event_handler::{ChannelEventCollector, EventHandler};
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#[cfg(feature = "fluids")]
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pub use fluids_pipeline::FluidsPipeline;
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pub use physics_pipeline::PhysicsPipeline;
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pub use query_pipeline::QueryPipeline;
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mod collision_pipeline;
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mod event_handler;
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#[cfg(feature = "fluids")]
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mod fluids_pipeline;
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mod physics_pipeline;
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mod query_pipeline;
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