use crate::dynamics::RigidBodySet; use crate::geometry::{ Collider, ColliderHandle, ColliderSet, Ray, RayIntersection, WQuadtree, AABB, WAABB, }; use crate::math::{Point, Vector}; use ncollide::bounding_volume::BoundingVolume; /// A pipeline for performing queries on all the colliders of a scene. pub struct QueryPipeline { quadtree: WQuadtree, tree_built: bool, dilation_factor: f32, } impl Default for QueryPipeline { fn default() -> Self { Self::new() } } impl QueryPipeline { /// Initializes an empty query pipeline. pub fn new() -> Self { Self { quadtree: WQuadtree::new(), tree_built: false, dilation_factor: 0.01, } } /// Update the acceleration structure on the query pipeline. pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) { if !self.tree_built { self.quadtree .clear_and_rebuild(colliders, self.dilation_factor); // self.tree_built = true; // FIXME: uncomment this once we handle insertion/removals properly. return; } for (_, body) in bodies .iter_active_dynamic() .chain(bodies.iter_active_kinematic()) { for handle in &body.colliders { self.quadtree.pre_update(*handle) } } self.quadtree.update(colliders, self.dilation_factor); } /// Find the closest intersection between a ray and a set of collider. /// /// # Parameters /// - `position`: the position of this shape. /// - `ray`: the ray to cast. /// - `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively /// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `f32::MAX` for an unbounded ray. pub fn cast_ray<'a>( &self, colliders: &'a ColliderSet, ray: &Ray, max_toi: f32, ) -> Option<(ColliderHandle, &'a Collider, RayIntersection)> { // let t0 = instant::now(); let inter = self.quadtree.cast_ray(ray, max_toi); // println!( // "Found {} interefrences in time {}.", // inter.len(), // instant::now() - t0 // ); // let t0 = instant::now(); let mut best = f32::MAX; let mut result = None; for handle in inter { let collider = &colliders[handle]; if let Some(inter) = collider.shape().cast_ray(collider.position(), ray, max_toi) { if inter.toi < best { best = inter.toi; result = Some((handle, collider, inter)); } } } // println!("Cast time: {}", instant::now() - t0); result } /// Find the all intersections between a ray and a set of collider and passes them to a callback. /// /// # Parameters /// - `position`: the position of this shape. /// - `ray`: the ray to cast. /// - `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively /// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `f32::MAX` for an unbounded ray. /// - `callback`: function executed on each collider for which a ray intersection has been found. /// There is no guarantees on the order the results will be yielded. If this callback returns `false`, /// this method will exit early, ignory any further raycast. pub fn interferences_with_ray<'a>( &self, colliders: &'a ColliderSet, ray: &Ray, max_toi: f32, mut callback: impl FnMut(ColliderHandle, &'a Collider, RayIntersection) -> bool, ) { // FIXME: this is a brute-force approach. for (handle, collider) in colliders.iter() { if let Some(inter) = collider.shape().cast_ray(collider.position(), ray, max_toi) { if !callback(handle, collider, inter) { return; } } } } }