Files
rapier/src/dynamics/rigid_body_components.rs
Thierry Berger 176c3bae14 Fix user changes handling (#803)
* add failing test from @Johannes0021

* apply fix on update_positions

* apply fix on ColliderSet::iter_mut

* fix clippy..

* more complete test

* feat: refactor modified sets into a wrapper to avoid future mistakes

* chore: fix typos

---------

Co-authored-by: Sébastien Crozet <sebcrozet@dimforge.com>
2025-03-28 12:48:25 +01:00

1212 lines
43 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
#[cfg(doc)]
use super::IntegrationParameters;
use crate::control::PdErrors;
use crate::dynamics::MassProperties;
use crate::geometry::{
ColliderChanges, ColliderHandle, ColliderMassProps, ColliderParent, ColliderPosition,
ColliderSet, ColliderShape, ModifiedColliders,
};
use crate::math::{
AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector,
};
use crate::parry::partitioning::IndexedData;
use crate::utils::{SimdAngularInertia, SimdCross, SimdDot};
use num::Zero;
#[cfg(doc)]
use crate::control::PidController;
/// The unique handle of a rigid body added to a `RigidBodySet`.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[repr(transparent)]
pub struct RigidBodyHandle(pub crate::data::arena::Index);
impl RigidBodyHandle {
/// Converts this handle into its (index, generation) components.
pub fn into_raw_parts(self) -> (u32, u32) {
self.0.into_raw_parts()
}
/// Reconstructs an handle from its (index, generation) components.
pub fn from_raw_parts(id: u32, generation: u32) -> Self {
Self(crate::data::arena::Index::from_raw_parts(id, generation))
}
/// An always-invalid rigid-body handle.
pub fn invalid() -> Self {
Self(crate::data::arena::Index::from_raw_parts(
crate::INVALID_U32,
crate::INVALID_U32,
))
}
}
impl IndexedData for RigidBodyHandle {
fn default() -> Self {
Self(IndexedData::default())
}
fn index(&self) -> usize {
self.0.index()
}
}
/// The type of a body, governing the way it is affected by external forces.
#[deprecated(note = "renamed as RigidBodyType")]
pub type BodyStatus = RigidBodyType;
#[derive(Copy, Clone, Debug, PartialEq, Eq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// The status of a body, governing the way it is affected by external forces.
pub enum RigidBodyType {
/// A `RigidBodyType::Dynamic` body can be affected by all external forces.
Dynamic = 0,
/// A `RigidBodyType::Fixed` body cannot be affected by external forces.
Fixed = 1,
/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicPositionBased = 2,
/// A `RigidBodyType::KinematicVelocityBased` body cannot be affected by any external forces but can be controlled
/// by the user at the velocity level while keeping realistic one-way interaction with dynamic bodies.
///
/// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicVelocityBased = 3,
// Semikinematic, // A kinematic that performs automatic CCD with the fixed environment to avoid traversing it?
// Disabled,
}
impl RigidBodyType {
/// Is this rigid-body fixed (i.e. cannot move)?
pub fn is_fixed(self) -> bool {
self == RigidBodyType::Fixed
}
/// Is this rigid-body dynamic (i.e. can move and be affected by forces)?
pub fn is_dynamic(self) -> bool {
self == RigidBodyType::Dynamic
}
/// Is this rigid-body kinematic (i.e. can move but is unaffected by forces)?
pub fn is_kinematic(self) -> bool {
self == RigidBodyType::KinematicPositionBased
|| self == RigidBodyType::KinematicVelocityBased
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
/// Flags describing how the rigid-body has been modified by the user.
pub struct RigidBodyChanges: u32 {
/// Flag indicating that any component of this rigid-body has been modified.
const MODIFIED = 1 << 0;
/// Flag indicating that the `RigidBodyPosition` component of this rigid-body has been modified.
const POSITION = 1 << 1;
/// Flag indicating that the `RigidBodyActivation` component of this rigid-body has been modified.
const SLEEP = 1 << 2;
/// Flag indicating that the `RigidBodyColliders` component of this rigid-body has been modified.
const COLLIDERS = 1 << 3;
/// Flag indicating that the `RigidBodyType` component of this rigid-body has been modified.
const TYPE = 1 << 4;
/// Flag indicating that the `RigidBodyDominance` component of this rigid-body has been modified.
const DOMINANCE = 1 << 5;
/// Flag indicating that the local mass-properties of this rigid-body must be recomputed.
const LOCAL_MASS_PROPERTIES = 1 << 6;
/// Flag indicating that the rigid-body was enabled or disabled.
const ENABLED_OR_DISABLED = 1 << 7;
}
}
impl Default for RigidBodyChanges {
fn default() -> Self {
RigidBodyChanges::empty()
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The position of this rigid-body.
pub struct RigidBodyPosition {
/// The world-space position of the rigid-body.
pub position: Isometry<Real>,
/// The next position of the rigid-body.
///
/// At the beginning of the timestep, and when the
/// timestep is complete we must have position == next_position
/// except for kinematic bodies.
///
/// The next_position is updated after the velocity and position
/// resolution. Then it is either validated (ie. we set position := set_position)
/// or clamped by CCD.
pub next_position: Isometry<Real>,
}
impl Default for RigidBodyPosition {
fn default() -> Self {
Self {
position: Isometry::identity(),
next_position: Isometry::identity(),
}
}
}
impl RigidBodyPosition {
/// Computes the velocity need to travel from `self.position` to `self.next_position` in
/// a time equal to `1.0 / inv_dt`.
#[must_use]
pub fn interpolate_velocity(&self, inv_dt: Real, local_com: &Point<Real>) -> RigidBodyVelocity {
let pose_err = self.pose_errors(local_com);
RigidBodyVelocity {
linvel: pose_err.linear * inv_dt,
angvel: pose_err.angular * inv_dt,
}
}
/// Compute new positions after integrating the given forces and velocities.
///
/// This uses a symplectic Euler integration scheme.
#[must_use]
pub fn integrate_forces_and_velocities(
&self,
dt: Real,
forces: &RigidBodyForces,
vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> Isometry<Real> {
let new_vels = forces.integrate(dt, vels, mprops);
new_vels.integrate(dt, &self.position, &mprops.local_mprops.local_com)
}
/// Computes the difference between [`Self::next_position`] and [`Self::position`].
///
/// This error measure can for example be used for interpolating the velocity between two poses,
/// or be given to the [`PidController`].
///
/// Note that interpolating the velocity can be done more conveniently with
/// [`Self::interpolate_velocity`].
pub fn pose_errors(&self, local_com: &Point<Real>) -> PdErrors {
let com = self.position * local_com;
let shift = Translation::from(com.coords);
let dpos = shift.inverse() * self.next_position * self.position.inverse() * shift;
let angular;
#[cfg(feature = "dim2")]
{
angular = dpos.rotation.angle();
}
#[cfg(feature = "dim3")]
{
angular = dpos.rotation.scaled_axis();
}
let linear = dpos.translation.vector;
PdErrors { linear, angular }
}
}
impl<T> From<T> for RigidBodyPosition
where
Isometry<Real>: From<T>,
{
fn from(position: T) -> Self {
let position = position.into();
Self {
position,
next_position: position,
}
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub struct AxesMask: u8 {
/// The translational X axis.
const LIN_X = 1 << 0;
/// The translational Y axis.
const LIN_Y = 1 << 1;
/// The translational Z axis.
#[cfg(feature = "dim3")]
const LIN_Z = 1 << 2;
/// The rotational X axis.
#[cfg(feature = "dim3")]
const ANG_X = 1 << 3;
/// The rotational Y axis.
#[cfg(feature = "dim3")]
const ANG_Y = 1 << 4;
/// The rotational Z axis.
const ANG_Z = 1 << 5;
}
}
impl Default for AxesMask {
fn default() -> Self {
AxesMask::empty()
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub struct LockedAxes: u8 {
/// Flag indicating that the rigid-body cannot translate along the `X` axis.
const TRANSLATION_LOCKED_X = 1 << 0;
/// Flag indicating that the rigid-body cannot translate along the `Y` axis.
const TRANSLATION_LOCKED_Y = 1 << 1;
/// Flag indicating that the rigid-body cannot translate along the `Z` axis.
const TRANSLATION_LOCKED_Z = 1 << 2;
/// Flag indicating that the rigid-body cannot translate along any direction.
const TRANSLATION_LOCKED = Self::TRANSLATION_LOCKED_X.bits() | Self::TRANSLATION_LOCKED_Y.bits() | Self::TRANSLATION_LOCKED_Z.bits();
/// Flag indicating that the rigid-body cannot rotate along the `X` axis.
const ROTATION_LOCKED_X = 1 << 3;
/// Flag indicating that the rigid-body cannot rotate along the `Y` axis.
const ROTATION_LOCKED_Y = 1 << 4;
/// Flag indicating that the rigid-body cannot rotate along the `Z` axis.
const ROTATION_LOCKED_Z = 1 << 5;
/// Combination of flags indicating that the rigid-body cannot rotate along any axis.
const ROTATION_LOCKED = Self::ROTATION_LOCKED_X.bits() | Self::ROTATION_LOCKED_Y.bits() | Self::ROTATION_LOCKED_Z.bits();
}
}
/// Mass and angular inertia added to a rigid-body on top of its attached colliders contributions.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
pub enum RigidBodyAdditionalMassProps {
/// Mass properties to be added as-is.
MassProps(MassProperties),
/// Mass to be added to the rigid-body. This will also automatically scale
/// the attached colliders total angular inertia to account for the added mass.
Mass(Real),
}
impl Default for RigidBodyAdditionalMassProps {
fn default() -> Self {
RigidBodyAdditionalMassProps::MassProps(MassProperties::default())
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, PartialEq)]
/// The mass properties of a rigid-body.
pub struct RigidBodyMassProps {
/// Flags for locking rotation and translation.
pub flags: LockedAxes,
/// The local mass properties of the rigid-body.
pub local_mprops: MassProperties,
/// Mass-properties of this rigid-bodies, added to the contributions of its attached colliders.
pub additional_local_mprops: Option<Box<RigidBodyAdditionalMassProps>>,
/// The world-space center of mass of the rigid-body.
pub world_com: Point<Real>,
/// The inverse mass taking into account translation locking.
pub effective_inv_mass: Vector<Real>,
/// The square-root of the world-space inverse angular inertia tensor of the rigid-body,
/// taking into account rotation locking.
pub effective_world_inv_inertia_sqrt: AngularInertia<Real>,
}
impl Default for RigidBodyMassProps {
fn default() -> Self {
Self {
flags: LockedAxes::empty(),
local_mprops: MassProperties::zero(),
additional_local_mprops: None,
world_com: Point::origin(),
effective_inv_mass: Vector::zero(),
effective_world_inv_inertia_sqrt: AngularInertia::zero(),
}
}
}
impl From<LockedAxes> for RigidBodyMassProps {
fn from(flags: LockedAxes) -> Self {
Self {
flags,
..Self::default()
}
}
}
impl From<MassProperties> for RigidBodyMassProps {
fn from(local_mprops: MassProperties) -> Self {
Self {
local_mprops,
..Default::default()
}
}
}
impl RigidBodyMassProps {
/// The mass of the rigid-body.
#[must_use]
pub fn mass(&self) -> Real {
crate::utils::inv(self.local_mprops.inv_mass)
}
/// The effective mass (that takes the potential translation locking into account) of
/// this rigid-body.
#[must_use]
pub fn effective_mass(&self) -> Vector<Real> {
self.effective_inv_mass.map(crate::utils::inv)
}
/// The square root of the effective world-space angular inertia (that takes the potential rotation locking into account) of
/// this rigid-body.
#[must_use]
pub fn effective_angular_inertia_sqrt(&self) -> AngularInertia<Real> {
#[allow(unused_mut)] // mut needed in 3D.
let mut ang_inertia = self.effective_world_inv_inertia_sqrt;
// Make the matrix invertible.
#[cfg(feature = "dim3")]
{
if self.flags.contains(LockedAxes::ROTATION_LOCKED_X) {
ang_inertia.m11 = 1.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Y) {
ang_inertia.m22 = 1.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Z) {
ang_inertia.m33 = 1.0;
}
}
#[allow(unused_mut)] // mut needed in 3D.
let mut result = ang_inertia.inverse();
// Remove the locked axes again.
#[cfg(feature = "dim3")]
{
if self.flags.contains(LockedAxes::ROTATION_LOCKED_X) {
result.m11 = 0.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Y) {
result.m22 = 0.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Z) {
result.m33 = 0.0;
}
}
result
}
/// The effective world-space angular inertia (that takes the potential rotation locking into account) of
/// this rigid-body.
#[must_use]
pub fn effective_angular_inertia(&self) -> AngularInertia<Real> {
self.effective_angular_inertia_sqrt().squared()
}
/// Recompute the mass-properties of this rigid-bodies based on its currently attached colliders.
pub fn recompute_mass_properties_from_colliders(
&mut self,
colliders: &ColliderSet,
attached_colliders: &RigidBodyColliders,
position: &Isometry<Real>,
) {
let added_mprops = self
.additional_local_mprops
.as_ref()
.map(|mprops| **mprops)
.unwrap_or_else(|| RigidBodyAdditionalMassProps::MassProps(MassProperties::default()));
self.local_mprops = MassProperties::default();
for handle in &attached_colliders.0 {
if let Some(co) = colliders.get(*handle) {
if co.is_enabled() {
if let Some(co_parent) = co.parent {
let to_add = co
.mprops
.mass_properties(&*co.shape)
.transform_by(&co_parent.pos_wrt_parent);
self.local_mprops += to_add;
}
}
}
}
match added_mprops {
RigidBodyAdditionalMassProps::MassProps(mprops) => {
self.local_mprops += mprops;
}
RigidBodyAdditionalMassProps::Mass(mass) => {
let new_mass = self.local_mprops.mass() + mass;
self.local_mprops.set_mass(new_mass, true);
}
}
self.update_world_mass_properties(position);
}
/// Update the world-space mass properties of `self`, taking into account the new position.
pub fn update_world_mass_properties(&mut self, position: &Isometry<Real>) {
self.world_com = self.local_mprops.world_com(position);
self.effective_inv_mass = Vector::repeat(self.local_mprops.inv_mass);
self.effective_world_inv_inertia_sqrt =
self.local_mprops.world_inv_inertia_sqrt(&position.rotation);
// Take into account translation/rotation locking.
if self.flags.contains(LockedAxes::TRANSLATION_LOCKED_X) {
self.effective_inv_mass.x = 0.0;
}
if self.flags.contains(LockedAxes::TRANSLATION_LOCKED_Y) {
self.effective_inv_mass.y = 0.0;
}
#[cfg(feature = "dim3")]
if self.flags.contains(LockedAxes::TRANSLATION_LOCKED_Z) {
self.effective_inv_mass.z = 0.0;
}
#[cfg(feature = "dim2")]
{
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Z) {
self.effective_world_inv_inertia_sqrt = 0.0;
}
}
#[cfg(feature = "dim3")]
{
if self.flags.contains(LockedAxes::ROTATION_LOCKED_X) {
self.effective_world_inv_inertia_sqrt.m11 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Y) {
self.effective_world_inv_inertia_sqrt.m22 = 0.0;
self.effective_world_inv_inertia_sqrt.m12 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
if self.flags.contains(LockedAxes::ROTATION_LOCKED_Z) {
self.effective_world_inv_inertia_sqrt.m33 = 0.0;
self.effective_world_inv_inertia_sqrt.m13 = 0.0;
self.effective_world_inv_inertia_sqrt.m23 = 0.0;
}
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The velocities of this rigid-body.
pub struct RigidBodyVelocity {
/// The linear velocity of the rigid-body.
pub linvel: Vector<Real>,
/// The angular velocity of the rigid-body.
pub angvel: AngVector<Real>,
}
impl Default for RigidBodyVelocity {
fn default() -> Self {
Self::zero()
}
}
impl RigidBodyVelocity {
/// Create a new rigid-body velocity component.
#[must_use]
pub fn new(linvel: Vector<Real>, angvel: AngVector<Real>) -> Self {
Self { linvel, angvel }
}
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 3 elements: the `slice[0..2]` contains
/// the linear velocity and the `slice[2]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim2")]
pub fn from_slice(slice: &[Real]) -> Self {
Self {
linvel: Vector::new(slice[0], slice[1]),
angvel: slice[2],
}
}
/// Converts a slice to a rigid-body velocity.
///
/// The slice must contain at least 6 elements: the `slice[0..3]` contains
/// the linear velocity and the `slice[3..6]` contains the angular velocity.
#[must_use]
#[cfg(feature = "dim3")]
pub fn from_slice(slice: &[Real]) -> Self {
Self {
linvel: Vector::new(slice[0], slice[1], slice[2]),
angvel: AngVector::new(slice[3], slice[4], slice[5]),
}
}
/// Velocities set to zero.
#[must_use]
pub fn zero() -> Self {
Self {
linvel: na::zero(),
angvel: na::zero(),
}
}
/// This velocity seen as a slice.
///
/// The linear part is stored first.
#[inline]
pub fn as_slice(&self) -> &[Real] {
self.as_vector().as_slice()
}
/// This velocity seen as a mutable slice.
///
/// The linear part is stored first.
#[inline]
pub fn as_mut_slice(&mut self) -> &mut [Real] {
self.as_vector_mut().as_mut_slice()
}
/// This velocity seen as a vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector(&self) -> &na::Vector3<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim2")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector3<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector(&self) -> &na::Vector6<Real> {
unsafe { std::mem::transmute(self) }
}
/// This velocity seen as a mutable vector.
///
/// The linear part is stored first.
#[inline]
#[cfg(feature = "dim3")]
pub fn as_vector_mut(&mut self) -> &mut na::Vector6<Real> {
unsafe { std::mem::transmute(self) }
}
/// Return `self` rotated by `rotation`.
#[must_use]
pub fn transformed(self, rotation: &Rotation<Real>) -> Self {
Self {
linvel: rotation * self.linvel,
#[cfg(feature = "dim2")]
angvel: self.angvel,
#[cfg(feature = "dim3")]
angvel: rotation * self.angvel,
}
}
/// The approximate kinetic energy of this rigid-body.
///
/// This approximation does not take the rigid-body's mass and angular inertia
/// into account. Some physics engines call this the "mass-normalized kinetic
/// energy".
#[must_use]
pub fn pseudo_kinetic_energy(&self) -> Real {
0.5 * (self.linvel.norm_squared() + self.angvel.gdot(self.angvel))
}
/// Returns the update velocities after applying the given damping.
#[must_use]
pub fn apply_damping(&self, dt: Real, damping: &RigidBodyDamping) -> Self {
RigidBodyVelocity {
linvel: self.linvel * (1.0 / (1.0 + dt * damping.linear_damping)),
angvel: self.angvel * (1.0 / (1.0 + dt * damping.angular_damping)),
}
}
/// The velocity of the given world-space point on this rigid-body.
#[must_use]
pub fn velocity_at_point(&self, point: &Point<Real>, world_com: &Point<Real>) -> Vector<Real> {
let dpt = point - world_com;
self.linvel + self.angvel.gcross(dpt)
}
/// Integrate the velocities in `self` to compute obtain new positions when moving from the given
/// initial position `init_pos`.
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_pos: &Isometry<Real>,
local_com: &Point<Real>,
) -> Isometry<Real> {
let com = init_pos * local_com;
let shift = Translation::from(com.coords);
let mut result =
shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse() * init_pos;
result.rotation.renormalize_fast();
result
}
/// Are these velocities exactly equal to zero?
#[must_use]
pub fn is_zero(&self) -> bool {
self.linvel.is_zero() && self.angvel.is_zero()
}
/// The kinetic energy of this rigid-body.
#[must_use]
#[profiling::function]
pub fn kinetic_energy(&self, rb_mprops: &RigidBodyMassProps) -> Real {
let mut energy = (rb_mprops.mass() * self.linvel.norm_squared()) / 2.0;
#[cfg(feature = "dim2")]
if !rb_mprops.effective_world_inv_inertia_sqrt.is_zero() {
let inertia_sqrt = 1.0 / rb_mprops.effective_world_inv_inertia_sqrt;
energy += (inertia_sqrt * self.angvel).powi(2) / 2.0;
}
#[cfg(feature = "dim3")]
if !rb_mprops.effective_world_inv_inertia_sqrt.is_zero() {
let inertia_sqrt = rb_mprops
.effective_world_inv_inertia_sqrt
.inverse_unchecked();
energy += (inertia_sqrt * self.angvel).norm_squared() / 2.0;
}
energy
}
/// Applies an impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the linear velocity.
/// This does nothing on non-dynamic bodies.
pub fn apply_impulse(&mut self, rb_mprops: &RigidBodyMassProps, impulse: Vector<Real>) {
self.linvel += impulse.component_mul(&rb_mprops.effective_inv_mass);
}
/// Applies an angular impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the angular velocity.
/// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim2")]
pub fn apply_torque_impulse(&mut self, rb_mprops: &RigidBodyMassProps, torque_impulse: Real) {
self.angvel += rb_mprops.effective_world_inv_inertia_sqrt
* (rb_mprops.effective_world_inv_inertia_sqrt * torque_impulse);
}
/// Applies an angular impulse at the center-of-mass of this rigid-body.
/// The impulse is applied right away, changing the angular velocity.
/// This does nothing on non-dynamic bodies.
#[cfg(feature = "dim3")]
pub fn apply_torque_impulse(
&mut self,
rb_mprops: &RigidBodyMassProps,
torque_impulse: Vector<Real>,
) {
self.angvel += rb_mprops.effective_world_inv_inertia_sqrt
* (rb_mprops.effective_world_inv_inertia_sqrt * torque_impulse);
}
/// Applies an impulse at the given world-space point of this rigid-body.
/// The impulse is applied right away, changing the linear and/or angular velocities.
/// This does nothing on non-dynamic bodies.
pub fn apply_impulse_at_point(
&mut self,
rb_mprops: &RigidBodyMassProps,
impulse: Vector<Real>,
point: Point<Real>,
) {
let torque_impulse = (point - rb_mprops.world_com).gcross(impulse);
self.apply_impulse(rb_mprops, impulse);
self.apply_torque_impulse(rb_mprops, torque_impulse);
}
}
impl std::ops::Mul<Real> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn mul(self, rhs: Real) -> Self {
RigidBodyVelocity {
linvel: self.linvel * rhs,
angvel: self.angvel * rhs,
}
}
}
impl std::ops::Add<RigidBodyVelocity> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn add(self, rhs: Self) -> Self {
RigidBodyVelocity {
linvel: self.linvel + rhs.linvel,
angvel: self.angvel + rhs.angvel,
}
}
}
impl std::ops::AddAssign<RigidBodyVelocity> for RigidBodyVelocity {
fn add_assign(&mut self, rhs: Self) {
self.linvel += rhs.linvel;
self.angvel += rhs.angvel;
}
}
impl std::ops::Sub<RigidBodyVelocity> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn sub(self, rhs: Self) -> Self {
RigidBodyVelocity {
linvel: self.linvel - rhs.linvel,
angvel: self.angvel - rhs.angvel,
}
}
}
impl std::ops::SubAssign<RigidBodyVelocity> for RigidBodyVelocity {
fn sub_assign(&mut self, rhs: Self) {
self.linvel -= rhs.linvel;
self.angvel -= rhs.angvel;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// Damping factors to progressively slow down a rigid-body.
pub struct RigidBodyDamping {
/// Damping factor for gradually slowing down the translational motion of the rigid-body.
pub linear_damping: Real,
/// Damping factor for gradually slowing down the angular motion of the rigid-body.
pub angular_damping: Real,
}
impl Default for RigidBodyDamping {
fn default() -> Self {
Self {
linear_damping: 0.0,
angular_damping: 0.0,
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// The user-defined external forces applied to this rigid-body.
pub struct RigidBodyForces {
/// Accumulation of external forces (only for dynamic bodies).
pub force: Vector<Real>,
/// Accumulation of external torques (only for dynamic bodies).
pub torque: AngVector<Real>,
/// Gravity is multiplied by this scaling factor before it's
/// applied to this rigid-body.
pub gravity_scale: Real,
/// Forces applied by the user.
pub user_force: Vector<Real>,
/// Torque applied by the user.
pub user_torque: AngVector<Real>,
}
impl Default for RigidBodyForces {
fn default() -> Self {
Self {
force: na::zero(),
torque: na::zero(),
gravity_scale: 1.0,
user_force: na::zero(),
user_torque: na::zero(),
}
}
}
impl RigidBodyForces {
/// Integrate these forces to compute new velocities.
#[must_use]
pub fn integrate(
&self,
dt: Real,
init_vels: &RigidBodyVelocity,
mprops: &RigidBodyMassProps,
) -> RigidBodyVelocity {
let linear_acc = self.force.component_mul(&mprops.effective_inv_mass);
let angular_acc = mprops.effective_world_inv_inertia_sqrt
* (mprops.effective_world_inv_inertia_sqrt * self.torque);
RigidBodyVelocity {
linvel: init_vels.linvel + linear_acc * dt,
angvel: init_vels.angvel + angular_acc * dt,
}
}
/// Adds to `self` the gravitational force that would result in a gravitational acceleration
/// equal to `gravity`.
pub fn compute_effective_force_and_torque(
&mut self,
gravity: &Vector<Real>,
mass: &Vector<Real>,
) {
self.force = self.user_force + gravity.component_mul(mass) * self.gravity_scale;
self.torque = self.user_torque;
}
/// Applies a force at the given world-space point of the rigid-body with the given mass properties.
pub fn apply_force_at_point(
&mut self,
rb_mprops: &RigidBodyMassProps,
force: Vector<Real>,
point: Point<Real>,
) {
self.user_force += force;
self.user_torque += (point - rb_mprops.world_com).gcross(force);
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// Information used for Continuous-Collision-Detection.
pub struct RigidBodyCcd {
/// The distance used by the CCD solver to decide if a movement would
/// result in a tunnelling problem.
pub ccd_thickness: Real,
/// The max distance between this rigid-body's center of mass and its
/// furthest collider point.
pub ccd_max_dist: Real,
/// Is CCD active for this rigid-body?
///
/// If `self.ccd_enabled` is `true`, then this is automatically set to
/// `true` when the CCD solver detects that the rigid-body is moving fast
/// enough to potential cause a tunneling problem.
pub ccd_active: bool,
/// Is CCD enabled for this rigid-body?
pub ccd_enabled: bool,
/// The soft-CCD prediction distance for this rigid-body.
pub soft_ccd_prediction: Real,
}
impl Default for RigidBodyCcd {
fn default() -> Self {
Self {
ccd_thickness: Real::MAX,
ccd_max_dist: 0.0,
ccd_active: false,
ccd_enabled: false,
soft_ccd_prediction: 0.0,
}
}
}
impl RigidBodyCcd {
/// The maximum velocity any point of any collider attached to this rigid-body
/// moving with the given velocity can have.
pub fn max_point_velocity(&self, vels: &RigidBodyVelocity) -> Real {
#[cfg(feature = "dim2")]
return vels.linvel.norm() + vels.angvel.abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
return vels.linvel.norm() + vels.angvel.norm() * self.ccd_max_dist;
}
/// Is this rigid-body moving fast enough so that it may cause a tunneling problem?
pub fn is_moving_fast(
&self,
dt: Real,
vels: &RigidBodyVelocity,
forces: Option<&RigidBodyForces>,
) -> bool {
// NOTE: for the threshold we don't use the exact CCD thickness. Theoretically, we
// should use `self.rb_ccd.ccd_thickness - smallest_contact_dist` where `smallest_contact_dist`
// is the deepest contact (the contact with the largest penetration depth, i.e., the
// negative `dist` with the largest absolute value.
// However, getting this penetration depth assumes querying the contact graph from
// the narrow-phase, which can be pretty expensive. So we use the CCD thickness
// divided by 10 right now. We will see in practice if this value is OK or if we
// should use a smaller (to be less conservative) or larger divisor (to be more conservative).
let threshold = self.ccd_thickness / 10.0;
if let Some(forces) = forces {
let linear_part = (vels.linvel + forces.force * dt).norm();
#[cfg(feature = "dim2")]
let angular_part = (vels.angvel + forces.torque * dt).abs() * self.ccd_max_dist;
#[cfg(feature = "dim3")]
let angular_part = (vels.angvel + forces.torque * dt).norm() * self.ccd_max_dist;
let vel_with_forces = linear_part + angular_part;
vel_with_forces > threshold
} else {
self.max_point_velocity(vels) * dt > threshold
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Default, Clone, Debug, Copy, PartialEq, Eq, Hash)]
/// Internal identifiers used by the physics engine.
pub struct RigidBodyIds {
pub(crate) active_island_id: usize,
pub(crate) active_set_id: usize,
pub(crate) active_set_offset: usize,
pub(crate) active_set_timestamp: u32,
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Default, Clone, Debug, PartialEq, Eq)]
/// The set of colliders attached to this rigid-bodies.
///
/// This should not be modified manually unless you really know what
/// you are doing (for example if you are trying to integrate Rapier
/// to a game engine using its component-based interface).
pub struct RigidBodyColliders(pub Vec<ColliderHandle>);
impl RigidBodyColliders {
/// Detach a collider from this rigid-body.
pub fn detach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
co_handle: ColliderHandle,
) {
if let Some(i) = self.0.iter().position(|e| *e == co_handle) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
self.0.swap_remove(i);
}
}
/// Attach a collider to this rigid-body.
pub fn attach_collider(
&mut self,
rb_changes: &mut RigidBodyChanges,
rb_ccd: &mut RigidBodyCcd,
rb_mprops: &mut RigidBodyMassProps,
rb_pos: &RigidBodyPosition,
co_handle: ColliderHandle,
co_pos: &mut ColliderPosition,
co_parent: &ColliderParent,
co_shape: &ColliderShape,
co_mprops: &ColliderMassProps,
) {
rb_changes.set(
RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS,
true,
);
co_pos.0 = rb_pos.position * co_parent.pos_wrt_parent;
rb_ccd.ccd_thickness = rb_ccd.ccd_thickness.min(co_shape.ccd_thickness());
let shape_bsphere = co_shape.compute_bounding_sphere(&co_parent.pos_wrt_parent);
rb_ccd.ccd_max_dist = rb_ccd
.ccd_max_dist
.max(shape_bsphere.center.coords.norm() + shape_bsphere.radius);
let mass_properties = co_mprops
.mass_properties(&**co_shape)
.transform_by(&co_parent.pos_wrt_parent);
self.0.push(co_handle);
rb_mprops.local_mprops += mass_properties;
rb_mprops.update_world_mass_properties(&rb_pos.position);
}
/// Update the positions of all the colliders attached to this rigid-body.
pub(crate) fn update_positions(
&self,
colliders: &mut ColliderSet,
modified_colliders: &mut ModifiedColliders,
parent_pos: &Isometry<Real>,
) {
for handle in &self.0 {
// NOTE: the ColliderParent component must exist if we enter this method.
let co = colliders.index_mut_internal(*handle);
let new_pos = parent_pos * co.parent.as_ref().unwrap().pos_wrt_parent;
// Set the modification flag so we can benefit from the modification-tracking
// when updating the narrow-phase/broad-phase afterwards.
modified_colliders.push_once(*handle, co);
co.changes |= ColliderChanges::POSITION;
co.pos = ColliderPosition(new_pos);
}
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Default, Clone, Debug, Copy, PartialEq, Eq, PartialOrd, Ord, Hash)]
/// The dominance groups of a rigid-body.
pub struct RigidBodyDominance(pub i8);
impl RigidBodyDominance {
/// The actual dominance group of this rigid-body, after taking into account its type.
pub fn effective_group(&self, status: &RigidBodyType) -> i16 {
if status.is_dynamic() {
self.0 as i16
} else {
i8::MAX as i16 + 1
}
}
}
/// The rb_activation status of a body.
///
/// This controls whether a body is sleeping or not.
/// If the threshold is negative, the body never sleeps.
#[derive(Copy, Clone, Debug, PartialEq)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct RigidBodyActivation {
/// The threshold linear velocity below which the body can fall asleep.
///
/// The value is "normalized", i.e., the actual threshold applied by the physics engine
/// is equal to this value multiplied by [`IntegrationParameters::length_unit`].
pub normalized_linear_threshold: Real,
/// The angular linear velocity below which the body can fall asleep.
pub angular_threshold: Real,
/// The amount of time the rigid-body must remain below the thresholds to be put to sleep.
pub time_until_sleep: Real,
/// Since how much time can this body sleep?
pub time_since_can_sleep: Real,
/// Is this body sleeping?
pub sleeping: bool,
}
impl Default for RigidBodyActivation {
fn default() -> Self {
Self::active()
}
}
impl RigidBodyActivation {
/// The default linear velocity below which a body can be put to sleep.
pub fn default_normalized_linear_threshold() -> Real {
0.4
}
/// The default angular velocity below which a body can be put to sleep.
pub fn default_angular_threshold() -> Real {
0.5
}
/// The amount of time the rigid-body must remain below its linear and angular velocity
/// threshold before falling to sleep.
pub fn default_time_until_sleep() -> Real {
2.0
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is active.
pub fn active() -> Self {
RigidBodyActivation {
normalized_linear_threshold: Self::default_normalized_linear_threshold(),
angular_threshold: Self::default_angular_threshold(),
time_until_sleep: Self::default_time_until_sleep(),
time_since_can_sleep: 0.0,
sleeping: false,
}
}
/// Create a new rb_activation status initialised with the default rb_activation threshold and is inactive.
pub fn inactive() -> Self {
RigidBodyActivation {
normalized_linear_threshold: Self::default_normalized_linear_threshold(),
angular_threshold: Self::default_angular_threshold(),
time_until_sleep: Self::default_time_until_sleep(),
time_since_can_sleep: Self::default_time_until_sleep(),
sleeping: true,
}
}
/// Create a new activation status that prevents the rigid-body from sleeping.
pub fn cannot_sleep() -> Self {
RigidBodyActivation {
normalized_linear_threshold: -1.0,
angular_threshold: -1.0,
..Self::active()
}
}
/// Returns `true` if the body is not asleep.
#[inline]
pub fn is_active(&self) -> bool {
!self.sleeping
}
/// Wakes up this rigid-body.
#[inline]
pub fn wake_up(&mut self, strong: bool) {
self.sleeping = false;
if strong {
self.time_since_can_sleep = 0.0;
}
}
/// Put this rigid-body to sleep.
#[inline]
pub fn sleep(&mut self) {
self.sleeping = true;
self.time_since_can_sleep = self.time_until_sleep;
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::Real;
#[test]
fn test_interpolate_velocity() {
// Interpolate and then integrate the velocity to see if
// the end positions match.
#[cfg(feature = "f32")]
let mut rng = oorandom::Rand32::new(0);
#[cfg(feature = "f64")]
let mut rng = oorandom::Rand64::new(0);
for i in -10..=10 {
let mult = i as Real;
let (local_com, curr_pos, next_pos);
#[cfg(feature = "dim2")]
{
local_com = Point::new(rng.rand_float(), rng.rand_float());
curr_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float()) * mult,
rng.rand_float(),
);
next_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float()) * mult,
rng.rand_float(),
);
}
#[cfg(feature = "dim3")]
{
local_com = Point::new(rng.rand_float(), rng.rand_float(), rng.rand_float());
curr_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()) * mult,
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()),
);
next_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()) * mult,
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()),
);
}
let dt = 0.016;
let rb_pos = RigidBodyPosition {
position: curr_pos,
next_position: next_pos,
};
let vel = rb_pos.interpolate_velocity(1.0 / dt, &local_com);
let interp_pos = vel.integrate(dt, &curr_pos, &local_com);
approx::assert_relative_eq!(interp_pos, next_pos, epsilon = 1.0e-5);
}
}
}