Split rigid-bodies and colliders into multiple components

This commit is contained in:
Crozet Sébastien
2021-04-26 17:59:25 +02:00
parent aaf80bfa87
commit c32da78f2a
91 changed files with 5969 additions and 3653 deletions

View File

@@ -1,7 +1,8 @@
use crate::data::ComponentSet;
use crate::dynamics::solver::PositionGroundConstraint;
#[cfg(feature = "simd-is-enabled")]
use crate::dynamics::solver::{WPositionConstraint, WPositionGroundConstraint};
use crate::dynamics::{IntegrationParameters, RigidBodySet};
use crate::dynamics::{IntegrationParameters, RigidBodyIds, RigidBodyMassProps, RigidBodyPosition};
use crate::geometry::ContactManifold;
use crate::math::{
AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector, MAX_MANIFOLD_POINTS,
@@ -51,15 +52,26 @@ pub(crate) struct PositionConstraint {
}
impl PositionConstraint {
pub fn generate(
pub fn generate<Bodies>(
params: &IntegrationParameters,
manifold: &ContactManifold,
bodies: &RigidBodySet,
bodies: &Bodies,
out_constraints: &mut Vec<AnyPositionConstraint>,
push: bool,
) {
let rb1 = &bodies[manifold.data.body_pair.body1];
let rb2 = &bodies[manifold.data.body_pair.body2];
) where
Bodies: ComponentSet<RigidBodyPosition>
+ ComponentSet<RigidBodyMassProps>
+ ComponentSet<RigidBodyIds>,
{
let handle1 = manifold.data.rigid_body1.unwrap();
let handle2 = manifold.data.rigid_body2.unwrap();
let ids1: &RigidBodyIds = bodies.index(handle1.0);
let ids2: &RigidBodyIds = bodies.index(handle2.0);
let poss1: &RigidBodyPosition = bodies.index(handle1.0);
let poss2: &RigidBodyPosition = bodies.index(handle2.0);
let mprops1: &RigidBodyMassProps = bodies.index(handle1.0);
let mprops2: &RigidBodyMassProps = bodies.index(handle2.0);
for (l, manifold_points) in manifold
.data
@@ -72,26 +84,28 @@ impl PositionConstraint {
let mut dists = [0.0; MAX_MANIFOLD_POINTS];
for l in 0..manifold_points.len() {
local_p1[l] = rb1
local_p1[l] = poss1
.position
.inverse_transform_point(&manifold_points[l].point);
local_p2[l] = rb2
local_p2[l] = poss2
.position
.inverse_transform_point(&manifold_points[l].point);
dists[l] = manifold_points[l].dist;
}
let constraint = PositionConstraint {
rb1: rb1.active_set_offset,
rb2: rb2.active_set_offset,
rb1: ids1.active_set_offset,
rb2: ids2.active_set_offset,
local_p1,
local_p2,
local_n1: rb1.position.inverse_transform_vector(&manifold.data.normal),
local_n1: poss1
.position
.inverse_transform_vector(&manifold.data.normal),
dists,
im1: rb1.effective_inv_mass,
im2: rb2.effective_inv_mass,
ii1: rb1.effective_world_inv_inertia_sqrt.squared(),
ii2: rb2.effective_world_inv_inertia_sqrt.squared(),
im1: mprops1.effective_inv_mass,
im2: mprops2.effective_inv_mass,
ii1: mprops1.effective_world_inv_inertia_sqrt.squared(),
ii2: mprops2.effective_world_inv_inertia_sqrt.squared(),
num_contacts: manifold_points.len() as u8,
erp: params.erp,
max_linear_correction: params.max_linear_correction,