Fix user-change handling for colliders as well as disabled colliders (#900)

* feat: add debug-demo for disabling a collider

* feat: add a simple debug-demo with two cubes

* feat: rename RigidBodyChangnes::MODIFIED and ColliderChanges::MODIFIED to ::IN_MODIFIED_SET

* feat: render debug-colliders with a different color with the debug-renderer

* chore: wire up new examples to the testbed

* fix colliders user-modification being ignored after the first step

* fix broad-phase still taking into account disabled colliders with enabled dynamic rigid-bodies

* chore: update changelog

* fix cargo doc
This commit is contained in:
Sébastien Crozet
2025-11-14 09:35:02 +01:00
committed by GitHub
parent a68d0c600b
commit ef5dcaccaf
11 changed files with 146 additions and 26 deletions

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@@ -41,10 +41,12 @@ mod joints3;
mod character_controller3;
mod debug_chain_high_mass_ratio3;
mod debug_cube_high_mass_ratio3;
mod debug_disabled3;
mod debug_internal_edges3;
mod debug_long_chain3;
mod debug_multibody_ang_motor_pos3;
mod debug_sleeping_kinematic3;
mod debug_two_cubes3;
mod gyroscopic3;
mod inverse_kinematics3;
mod joint_motor_position3;
@@ -106,6 +108,8 @@ pub fn main() {
("(Debug) big colliders", debug_big_colliders3::init_world),
("(Debug) boxes", debug_boxes3::init_world),
("(Debug) balls", debug_balls3::init_world),
("(Debug) disabled", debug_disabled3::init_world),
("(Debug) two cubes", debug_two_cubes3::init_world),
("(Debug) pop", debug_pop3::init_world),
(
"(Debug) dyn. coll. add",

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@@ -0,0 +1,59 @@
use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
pub fn init_world(testbed: &mut Testbed) {
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let rad = 0.5;
/*
* Ground
*/
let ground_size = 10.1;
let ground_height = 2.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Platform that will be enabled/disabled.
*/
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(5.0, 1.0, 5.0);
let handle_to_disable = colliders.insert_with_parent(collider, handle, &mut bodies);
// Callback that will be executed on the main loop to handle proximities.
testbed.add_callback(move |mut graphics, physics, _, run_state| {
if run_state.timestep_id % 250 == 0 {
let co = &mut physics.colliders[handle_to_disable];
let enabled = co.is_enabled();
co.set_enabled(!enabled);
println!("Platform is now enabled: {}", co.is_enabled());
}
if run_state.timestep_id % 25 == 0 {
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 20.0, 0.0]);
let handle = physics.bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
physics
.colliders
.insert_with_parent(collider, handle, &mut physics.bodies);
if let Some(graphics) = &mut graphics {
graphics.add_body(handle, &physics.bodies, &physics.colliders);
}
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![-30.0, 4.0, -30.0], point![0.0, 1.0, 0.0]);
}

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@@ -0,0 +1,29 @@
use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
// Dynamic box rigid body.
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 2.0, 0.0]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5, 0.5, 0.5);
colliders.insert_with_parent(collider, handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5, 0.5, 0.5);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![10.0, 10.0, 10.0], Point::origin());
}