Files
rapier/src_testbed/objects/node.rs
Sébastien Crozet 0703e5527f Fix some solver issues
- Fix the wrong codepath taken  by the solver for contacts involving a collider without parent.
- Properly adress the non-linear treatment of the friction direction
- Simplify the sleeping strategy
- Add an impulse resolution multiplier
2022-01-16 16:52:40 +01:00

477 lines
16 KiB
Rust

use bevy::prelude::*;
use bevy::render::mesh::{Indices, VertexAttributeValues};
//use crate::objects::plane::Plane;
use na::{point, Point3, Vector3};
use std::collections::HashMap;
use bevy::pbr::wireframe::Wireframe;
use bevy::render::render_resource::PrimitiveTopology;
use rapier::geometry::{ColliderHandle, ColliderSet, Shape, ShapeType};
#[cfg(feature = "dim3")]
use rapier::geometry::{Cone, Cylinder};
use rapier::math::{Isometry, Real};
use crate::graphics::BevyMaterial;
#[cfg(feature = "dim2")]
use {
bevy::sprite::MaterialMesh2dBundle,
na::{Point2, Vector2},
rapier::geometry::{Ball, Cuboid},
};
#[derive(Clone, Debug)]
pub struct EntityWithGraphics {
pub entity: Entity,
pub color: Point3<f32>,
pub base_color: Point3<f32>,
pub collider: Option<ColliderHandle>,
pub delta: Isometry<Real>,
pub opacity: f32,
material: Handle<BevyMaterial>,
}
impl EntityWithGraphics {
pub fn spawn(
commands: &mut Commands,
meshes: &mut Assets<Mesh>,
materials: &mut Assets<BevyMaterial>,
prefab_meshs: &HashMap<ShapeType, Handle<Mesh>>,
shape: &dyn Shape,
collider: Option<ColliderHandle>,
collider_pos: Isometry<Real>,
delta: Isometry<Real>,
color: Point3<f32>,
sensor: bool,
) -> Self {
let entity = commands.spawn().id();
let scale = collider_mesh_scale(shape);
let mesh = prefab_meshs
.get(&shape.shape_type())
.cloned()
.or_else(|| generate_collider_mesh(shape).map(|m| meshes.add(m)));
let opacity = 1.0;
let bevy_color = Color::rgba(color.x, color.y, color.z, opacity);
let shape_pos = collider_pos * delta;
let mut transform = Transform::from_scale(scale);
transform.translation.x = shape_pos.translation.vector.x as f32;
transform.translation.y = shape_pos.translation.vector.y as f32;
#[cfg(feature = "dim3")]
{
transform.translation.z = shape_pos.translation.vector.z as f32;
transform.rotation = Quat::from_xyzw(
shape_pos.rotation.i as f32,
shape_pos.rotation.j as f32,
shape_pos.rotation.k as f32,
shape_pos.rotation.w as f32,
);
}
#[cfg(feature = "dim2")]
{
if sensor {
transform.translation.z = -10.0;
}
transform.rotation = Quat::from_rotation_z(shape_pos.rotation.angle() as f32);
}
#[cfg(feature = "dim2")]
let material = ColorMaterial {
color: bevy_color,
texture: None,
};
#[cfg(feature = "dim3")]
let material = StandardMaterial {
metallic: 0.5,
perceptual_roughness: 0.5,
double_sided: true, // TODO: this doesn't do anything?
..StandardMaterial::from(bevy_color)
};
let material_handle = materials.add(material);
let material_weak_handle = material_handle.clone_weak();
if let Some(mesh) = mesh {
#[cfg(feature = "dim2")]
let bundle = MaterialMesh2dBundle {
mesh: mesh.into(),
material: material_handle,
transform,
..Default::default()
};
#[cfg(feature = "dim3")]
let bundle = PbrBundle {
mesh,
material: material_handle,
transform,
..Default::default()
};
let mut entity_commands = commands.entity(entity);
entity_commands.insert_bundle(bundle);
if sensor {
entity_commands.insert(Wireframe);
}
}
EntityWithGraphics {
entity,
color,
base_color: color,
collider,
delta,
material: material_weak_handle,
opacity,
}
}
pub fn despawn(&mut self, commands: &mut Commands) {
//FIXME: Should this be despawn_recursive?
commands.entity(self.entity).despawn();
}
pub fn select(&mut self, materials: &mut Assets<BevyMaterial>) {
// NOTE: we don't just call `self.set_color` because that would
// overwrite self.base_color too.
self.color = point![1.0, 0.0, 0.0];
if let Some(material) = materials.get_mut(&self.material) {
#[cfg(feature = "dim2")]
{
material.color =
Color::rgba(self.color.x, self.color.y, self.color.z, self.opacity);
}
#[cfg(feature = "dim3")]
{
material.base_color =
Color::rgba(self.color.x, self.color.y, self.color.z, self.opacity);
}
}
}
pub fn unselect(&mut self, materials: &mut Assets<BevyMaterial>) {
self.set_color(materials, self.base_color);
}
pub fn set_color(&mut self, materials: &mut Assets<BevyMaterial>, color: Point3<f32>) {
if let Some(material) = materials.get_mut(&self.material) {
#[cfg(feature = "dim2")]
{
material.color = Color::rgba(color.x, color.y, color.z, self.opacity);
}
#[cfg(feature = "dim3")]
{
material.base_color = Color::rgba(color.x, color.y, color.z, self.opacity);
}
}
self.color = color;
self.base_color = color;
}
pub fn update(&mut self, colliders: &ColliderSet, components: &mut Query<(&mut Transform,)>) {
if let Some(Some(co)) = self.collider.map(|c| colliders.get(c)) {
if let Ok(mut pos) = components.get_component_mut::<Transform>(self.entity) {
let co_pos = co.position() * self.delta;
pos.translation.x = co_pos.translation.vector.x as f32;
pos.translation.y = co_pos.translation.vector.y as f32;
#[cfg(feature = "dim3")]
{
pos.translation.z = co_pos.translation.vector.z as f32;
pos.rotation = Quat::from_xyzw(
co_pos.rotation.i as f32,
co_pos.rotation.j as f32,
co_pos.rotation.k as f32,
co_pos.rotation.w as f32,
);
}
#[cfg(feature = "dim2")]
{
pos.rotation = Quat::from_rotation_z(co_pos.rotation.angle() as f32);
}
}
}
}
pub fn object(&self) -> Option<ColliderHandle> {
self.collider
}
#[cfg(feature = "dim2")]
pub fn gen_prefab_meshes(
out: &mut HashMap<ShapeType, Handle<Mesh>>,
meshes: &mut Assets<Mesh>,
) {
//
// Cuboid mesh
//
let cuboid = bevy_mesh_from_polyline(Cuboid::new(Vector2::new(1.0, 1.0)).to_polyline());
out.insert(ShapeType::Cuboid, meshes.add(cuboid));
//
// Ball mesh
//
let ball = bevy_mesh_from_polyline(Ball::new(1.0).to_polyline(30));
out.insert(ShapeType::Ball, meshes.add(ball));
}
#[cfg(feature = "dim3")]
pub fn gen_prefab_meshes(
out: &mut HashMap<ShapeType, Handle<Mesh>>,
meshes: &mut Assets<Mesh>,
) {
//
// Cuboid mesh
//
let cuboid = Mesh::from(shape::Cube { size: 2.0 });
out.insert(ShapeType::Cuboid, meshes.add(cuboid));
//
// Ball mesh
//
let ball = Mesh::from(shape::Icosphere {
subdivisions: 2,
radius: 1.0,
});
out.insert(ShapeType::Ball, meshes.add(ball));
//
// Cylinder mesh
//
let cylinder = Cylinder::new(1.0, 1.0);
let mesh = bevy_mesh(cylinder.to_trimesh(20));
out.insert(ShapeType::Cylinder, meshes.add(mesh.clone()));
out.insert(ShapeType::RoundCylinder, meshes.add(mesh));
//
// Cone mesh
//
let cone = Cone::new(1.0, 1.0);
let mesh = bevy_mesh(cone.to_trimesh(10));
out.insert(ShapeType::Cone, meshes.add(mesh.clone()));
out.insert(ShapeType::RoundCone, meshes.add(mesh));
//
// Halfspace
//
let vertices = vec![
point![-1000.0, 0.0, -1000.0],
point![1000.0, 0.0, -1000.0],
point![1000.0, 0.0, 1000.0],
point![-1000.0, 0.0, 1000.0],
];
let indices = vec![[0, 1, 2], [0, 2, 3]];
let mesh = bevy_mesh((vertices, indices));
out.insert(ShapeType::HalfSpace, meshes.add(mesh));
}
}
#[cfg(feature = "dim2")]
fn bevy_mesh_from_polyline(vertices: Vec<Point2<Real>>) -> Mesh {
let n = vertices.len();
let idx = (1..n as u32 - 1).map(|i| [0, i, i + 1]).collect();
let vtx = vertices
.into_iter()
.map(|v| Point3::new(v.x, v.y, 0.0))
.collect();
bevy_mesh((vtx, idx))
}
#[cfg(feature = "dim2")]
fn bevy_polyline(buffers: (Vec<Point2<Real>>, Option<Vec<[u32; 2]>>)) -> Mesh {
let (vtx, idx) = buffers;
// let mut normals: Vec<[f32; 3]> = vec![];
let mut vertices: Vec<[f32; 3]> = vec![];
if let Some(idx) = idx {
for idx in idx {
let a = vtx[idx[0] as usize];
let b = vtx[idx[1] as usize];
vertices.push([a.x as f32, a.y as f32, 0.0]);
vertices.push([b.x as f32, b.y as f32, 0.0]);
}
} else {
vertices = vtx.iter().map(|v| [v.x as f32, v.y as f32, 0.0]).collect();
}
let indices: Vec<_> = (0..vertices.len() as u32).collect();
let uvs: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0]).collect();
let normals: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0, 1.0]).collect();
// Generate the mesh
let mut mesh = Mesh::new(PrimitiveTopology::LineStrip);
mesh.set_attribute(
Mesh::ATTRIBUTE_POSITION,
VertexAttributeValues::from(vertices),
);
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, VertexAttributeValues::from(normals));
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, VertexAttributeValues::from(uvs));
mesh.set_indices(Some(Indices::U32(indices)));
mesh
}
fn bevy_mesh(buffers: (Vec<Point3<Real>>, Vec<[u32; 3]>)) -> Mesh {
let (vtx, idx) = buffers;
let mut normals: Vec<[f32; 3]> = vec![];
let mut vertices: Vec<[f32; 3]> = vec![];
for idx in idx {
let a = vtx[idx[0] as usize];
let b = vtx[idx[1] as usize];
let c = vtx[idx[2] as usize];
vertices.push(a.cast::<f32>().into());
vertices.push(b.cast::<f32>().into());
vertices.push(c.cast::<f32>().into());
}
for vtx in vertices.chunks(3) {
let a = Point3::from(vtx[0]);
let b = Point3::from(vtx[1]);
let c = Point3::from(vtx[2]);
let n = (b - a).cross(&(c - a)).normalize();
normals.push(n.cast::<f32>().into());
normals.push(n.cast::<f32>().into());
normals.push(n.cast::<f32>().into());
}
normals
.iter_mut()
.for_each(|n| *n = Vector3::from(*n).normalize().into());
let indices: Vec<_> = (0..vertices.len() as u32).collect();
let uvs: Vec<_> = (0..vertices.len()).map(|_| [0.0, 0.0]).collect();
// Generate the mesh
let mut mesh = Mesh::new(PrimitiveTopology::TriangleList);
mesh.set_attribute(
Mesh::ATTRIBUTE_POSITION,
VertexAttributeValues::from(vertices),
);
mesh.set_attribute(Mesh::ATTRIBUTE_NORMAL, VertexAttributeValues::from(normals));
mesh.set_attribute(Mesh::ATTRIBUTE_UV_0, VertexAttributeValues::from(uvs));
mesh.set_indices(Some(Indices::U32(indices)));
mesh
}
fn collider_mesh_scale(co_shape: &dyn Shape) -> Vec3 {
match co_shape.shape_type() {
#[cfg(feature = "dim2")]
ShapeType::Cuboid => {
let c = co_shape.as_cuboid().unwrap();
Vec3::new(c.half_extents.x as f32, c.half_extents.y as f32, 1.0)
}
ShapeType::Ball => {
let b = co_shape.as_ball().unwrap();
Vec3::new(b.radius as f32, b.radius as f32, b.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::Cuboid => {
let c = co_shape.as_cuboid().unwrap();
Vec3::from_slice(c.half_extents.cast::<f32>().as_slice())
}
#[cfg(feature = "dim3")]
ShapeType::Cylinder => {
let c = co_shape.as_cylinder().unwrap();
Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::RoundCylinder => {
let c = &co_shape.as_round_cylinder().unwrap().base_shape;
Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::Cone => {
let c = co_shape.as_cone().unwrap();
Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::RoundCone => {
let c = &co_shape.as_round_cone().unwrap().base_shape;
Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
_ => Vec3::ONE,
}
}
#[cfg(feature = "dim2")]
fn generate_collider_mesh(co_shape: &dyn Shape) -> Option<Mesh> {
let mesh = match co_shape.shape_type() {
ShapeType::Capsule => {
let capsule = co_shape.as_capsule().unwrap();
bevy_mesh_from_polyline(capsule.to_polyline(10))
}
ShapeType::Triangle => {
let tri = co_shape.as_triangle().unwrap();
bevy_mesh_from_polyline(vec![tri.a, tri.b, tri.c])
}
ShapeType::TriMesh => {
let trimesh = co_shape.as_trimesh().unwrap();
let vertices = trimesh
.vertices()
.iter()
.map(|p| point![p.x, p.y, 0.0])
.collect();
bevy_mesh((vertices, trimesh.indices().to_vec()))
}
ShapeType::Polyline => {
let polyline = co_shape.as_polyline().unwrap();
bevy_polyline((
polyline.vertices().to_vec(),
Some(polyline.indices().to_vec()),
))
}
ShapeType::HeightField => {
let heightfield = co_shape.as_heightfield().unwrap();
let vertices: Vec<_> = heightfield
.segments()
.flat_map(|s| vec![s.a, s.b])
.collect();
bevy_polyline((vertices, None))
}
ShapeType::ConvexPolygon => {
let poly = co_shape.as_convex_polygon().unwrap();
bevy_mesh_from_polyline(poly.points().to_vec())
}
ShapeType::RoundConvexPolygon => {
let poly = co_shape.as_round_convex_polygon().unwrap();
bevy_mesh_from_polyline(poly.base_shape.points().to_vec())
}
_ => return None,
};
Some(mesh)
}
#[cfg(feature = "dim3")]
fn generate_collider_mesh(co_shape: &dyn Shape) -> Option<Mesh> {
let mesh = match co_shape.shape_type() {
ShapeType::Capsule => {
let capsule = co_shape.as_capsule().unwrap();
bevy_mesh(capsule.to_trimesh(20, 10))
}
ShapeType::Triangle => {
let tri = co_shape.as_triangle().unwrap();
bevy_mesh((vec![tri.a, tri.b, tri.c], vec![[0, 1, 2], [0, 2, 1]]))
}
ShapeType::TriMesh => {
let trimesh = co_shape.as_trimesh().unwrap();
bevy_mesh((trimesh.vertices().to_vec(), trimesh.indices().to_vec()))
}
ShapeType::HeightField => {
let heightfield = co_shape.as_heightfield().unwrap();
bevy_mesh(heightfield.to_trimesh())
}
ShapeType::ConvexPolyhedron => {
let poly = co_shape.as_convex_polyhedron().unwrap();
bevy_mesh(poly.to_trimesh())
}
ShapeType::RoundConvexPolyhedron => {
let poly = co_shape.as_round_convex_polyhedron().unwrap();
bevy_mesh(poly.base_shape.to_trimesh())
}
_ => return None,
};
Some(mesh)
}