* Add failing test * fix tests * better fix * add changelog * fix propagated to `contact_cfm_factor` * PR feedback * more PR feedbacks
1007 lines
35 KiB
Rust
1007 lines
35 KiB
Rust
//! Physics pipeline structures.
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use crate::counters::Counters;
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// #[cfg(not(feature = "parallel"))]
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use crate::dynamics::IslandSolver;
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#[cfg(feature = "parallel")]
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use crate::dynamics::JointGraphEdge;
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use crate::dynamics::{
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CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
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RigidBodyChanges, RigidBodyHandle, RigidBodyPosition, RigidBodyType,
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};
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use crate::geometry::{
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BroadPhase, BroadPhasePairEvent, ColliderChanges, ColliderHandle, ColliderPair,
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ContactManifoldIndex, NarrowPhase, TemporaryInteractionIndex,
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};
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use crate::math::{Real, Vector};
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use crate::pipeline::{EventHandler, PhysicsHooks, QueryPipeline};
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use {crate::dynamics::RigidBodySet, crate::geometry::ColliderSet};
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/// The physics pipeline, responsible for stepping the whole physics simulation.
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///
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/// This structure only contains temporary data buffers. It can be dropped and replaced by a fresh
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/// copy at any time. For performance reasons it is recommended to reuse the same physics pipeline
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/// instance to benefit from the cached data.
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///
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/// Rapier relies on a time-stepping scheme. Its force computations
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/// uses two solvers:
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/// - A velocity based solver based on PGS which computes forces for contact and joint constraints.
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/// - A position based solver based on non-linear PGS which performs constraint stabilization (i.e. correction of errors like penetrations).
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// NOTE: this contains only workspace data, so there is no point in making this serializable.
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pub struct PhysicsPipeline {
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/// Counters used for benchmarking only.
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pub counters: Counters,
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contact_pair_indices: Vec<TemporaryInteractionIndex>,
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manifold_indices: Vec<Vec<ContactManifoldIndex>>,
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joint_constraint_indices: Vec<Vec<ContactManifoldIndex>>,
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broadphase_collider_pairs: Vec<ColliderPair>,
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broad_phase_events: Vec<BroadPhasePairEvent>,
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solvers: Vec<IslandSolver>,
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}
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impl Default for PhysicsPipeline {
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fn default() -> Self {
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PhysicsPipeline::new()
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}
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}
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#[allow(dead_code)]
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fn check_pipeline_send_sync() {
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fn do_test<T: Sync>() {}
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do_test::<PhysicsPipeline>();
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}
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impl PhysicsPipeline {
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/// Initializes a new physics pipeline.
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pub fn new() -> PhysicsPipeline {
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PhysicsPipeline {
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counters: Counters::new(true),
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solvers: vec![],
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contact_pair_indices: vec![],
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manifold_indices: vec![],
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joint_constraint_indices: vec![],
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broadphase_collider_pairs: vec![],
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broad_phase_events: vec![],
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}
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}
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fn clear_modified_colliders(
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&mut self,
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colliders: &mut ColliderSet,
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modified_colliders: &mut Vec<ColliderHandle>,
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) {
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for handle in modified_colliders.drain(..) {
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if let Some(co) = colliders.get_mut_internal(handle) {
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co.changes = ColliderChanges::empty();
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}
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}
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}
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fn clear_modified_bodies(
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&mut self,
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bodies: &mut RigidBodySet,
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modified_bodies: &mut Vec<RigidBodyHandle>,
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) {
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for handle in modified_bodies.drain(..) {
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if let Some(rb) = bodies.get_mut_internal(handle) {
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rb.changes = RigidBodyChanges::empty();
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}
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}
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}
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fn detect_collisions(
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&mut self,
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integration_parameters: &IntegrationParameters,
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islands: &mut IslandManager,
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broad_phase: &mut dyn BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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impulse_joints: &ImpulseJointSet,
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multibody_joints: &MultibodyJointSet,
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modified_colliders: &[ColliderHandle],
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removed_colliders: &[ColliderHandle],
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hooks: &dyn PhysicsHooks,
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events: &dyn EventHandler,
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handle_user_changes: bool,
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) {
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self.counters.stages.collision_detection_time.resume();
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self.counters.cd.broad_phase_time.resume();
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// Update broad-phase.
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self.broad_phase_events.clear();
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self.broadphase_collider_pairs.clear();
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broad_phase.update(
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integration_parameters.dt,
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integration_parameters.prediction_distance(),
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colliders,
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bodies,
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modified_colliders,
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removed_colliders,
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&mut self.broad_phase_events,
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);
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self.counters.cd.broad_phase_time.pause();
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self.counters.cd.narrow_phase_time.resume();
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// Update narrow-phase.
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if handle_user_changes {
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narrow_phase.handle_user_changes(
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Some(islands),
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modified_colliders,
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removed_colliders,
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colliders,
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bodies,
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events,
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);
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}
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narrow_phase.register_pairs(
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Some(islands),
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colliders,
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bodies,
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&self.broad_phase_events,
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events,
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);
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narrow_phase.compute_contacts(
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integration_parameters.prediction_distance(),
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integration_parameters.dt,
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bodies,
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colliders,
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impulse_joints,
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multibody_joints,
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modified_colliders,
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hooks,
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events,
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);
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narrow_phase.compute_intersections(bodies, colliders, modified_colliders, hooks, events);
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self.counters.cd.narrow_phase_time.pause();
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self.counters.stages.collision_detection_time.pause();
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}
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fn build_islands_and_solve_velocity_constraints(
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&mut self,
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gravity: &Vector<Real>,
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integration_parameters: &IntegrationParameters,
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islands: &mut IslandManager,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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impulse_joints: &mut ImpulseJointSet,
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multibody_joints: &mut MultibodyJointSet,
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events: &dyn EventHandler,
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) {
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self.counters.stages.island_construction_time.resume();
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islands.update_active_set_with_contacts(
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integration_parameters.dt,
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integration_parameters.length_unit,
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bodies,
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colliders,
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narrow_phase,
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impulse_joints,
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multibody_joints,
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integration_parameters.min_island_size,
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);
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if self.manifold_indices.len() < islands.num_islands() {
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self.manifold_indices
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.resize(islands.num_islands(), Vec::new());
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}
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if self.joint_constraint_indices.len() < islands.num_islands() {
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self.joint_constraint_indices
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.resize(islands.num_islands(), Vec::new());
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}
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let mut manifolds = Vec::new();
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narrow_phase.select_active_contacts(
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islands,
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bodies,
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&mut self.contact_pair_indices,
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&mut manifolds,
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&mut self.manifold_indices,
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);
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impulse_joints.select_active_interactions(
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islands,
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bodies,
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&mut self.joint_constraint_indices,
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);
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self.counters.stages.island_construction_time.pause();
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self.counters.stages.update_time.resume();
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for handle in islands.active_dynamic_bodies() {
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// TODO: should that be moved to the solver (just like we moved
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// the multibody dynamics update) since it depends on dt?
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let rb = bodies.index_mut_internal(*handle);
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rb.mprops.update_world_mass_properties(&rb.pos.position);
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let effective_mass = rb.mprops.effective_mass();
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rb.forces
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.compute_effective_force_and_torque(gravity, &effective_mass);
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}
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self.counters.stages.update_time.pause();
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self.counters.stages.solver_time.resume();
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if self.solvers.len() < islands.num_islands() {
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self.solvers
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.resize_with(islands.num_islands(), IslandSolver::new);
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}
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#[cfg(not(feature = "parallel"))]
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{
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enable_flush_to_zero!();
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for island_id in 0..islands.num_islands() {
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self.solvers[island_id].init_and_solve(
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island_id,
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&mut self.counters,
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integration_parameters,
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islands,
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bodies,
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&mut manifolds[..],
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&self.manifold_indices[island_id],
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impulse_joints.joints_mut(),
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&self.joint_constraint_indices[island_id],
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multibody_joints,
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)
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}
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}
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#[cfg(feature = "parallel")]
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{
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use crate::geometry::ContactManifold;
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use rayon::prelude::*;
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use std::sync::atomic::Ordering;
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let num_islands = islands.num_islands();
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let solvers = &mut self.solvers[..num_islands];
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let bodies = &std::sync::atomic::AtomicPtr::new(bodies as *mut _);
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let manifolds = &std::sync::atomic::AtomicPtr::new(&mut manifolds as *mut _);
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let impulse_joints =
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&std::sync::atomic::AtomicPtr::new(impulse_joints.joints_vec_mut() as *mut _);
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let multibody_joints = &std::sync::atomic::AtomicPtr::new(multibody_joints as *mut _);
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let manifold_indices = &self.manifold_indices[..];
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let joint_constraint_indices = &self.joint_constraint_indices[..];
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// PERF: right now, we are only doing islands-based parallelism.
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// Intra-island parallelism (that hasn’t been ported to the new
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// solver yet) will be supported in the future.
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self.counters.solver.velocity_resolution_time.resume();
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rayon::scope(|_scope| {
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enable_flush_to_zero!();
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solvers
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.par_iter_mut()
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.enumerate()
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.for_each(|(island_id, solver)| {
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let bodies: &mut RigidBodySet =
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unsafe { &mut *bodies.load(Ordering::Relaxed) };
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let manifolds: &mut Vec<&mut ContactManifold> =
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unsafe { &mut *manifolds.load(Ordering::Relaxed) };
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let impulse_joints: &mut Vec<JointGraphEdge> =
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unsafe { &mut *impulse_joints.load(Ordering::Relaxed) };
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let multibody_joints: &mut MultibodyJointSet =
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unsafe { &mut *multibody_joints.load(Ordering::Relaxed) };
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let mut counters = Counters::new(false);
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solver.init_and_solve(
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island_id,
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&mut counters,
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integration_parameters,
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islands,
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bodies,
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&mut manifolds[..],
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&manifold_indices[island_id],
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impulse_joints,
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&joint_constraint_indices[island_id],
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multibody_joints,
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)
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});
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});
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self.counters.solver.velocity_resolution_time.pause();
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}
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// Generate contact force events if needed.
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let inv_dt = crate::utils::inv(integration_parameters.dt);
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for pair_id in self.contact_pair_indices.drain(..) {
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let pair = narrow_phase.contact_pair_at_index(pair_id);
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let co1 = &colliders[pair.collider1];
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let co2 = &colliders[pair.collider2];
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let threshold = co1
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.effective_contact_force_event_threshold()
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.min(co2.effective_contact_force_event_threshold());
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if threshold < Real::MAX {
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let total_magnitude = pair.total_impulse_magnitude() * inv_dt;
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// NOTE: the strict inequality is important here, so we don’t
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// trigger an event if the force is 0.0 and the threshold is 0.0.
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if total_magnitude > threshold {
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events.handle_contact_force_event(
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integration_parameters.dt,
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bodies,
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colliders,
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pair,
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total_magnitude,
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);
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}
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}
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}
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self.counters.stages.solver_time.pause();
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}
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fn run_ccd_motion_clamping(
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&mut self,
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integration_parameters: &IntegrationParameters,
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islands: &IslandManager,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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narrow_phase: &NarrowPhase,
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ccd_solver: &mut CCDSolver,
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events: &dyn EventHandler,
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) {
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self.counters.ccd.toi_computation_time.start();
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// Handle CCD
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let impacts = ccd_solver.predict_impacts_at_next_positions(
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integration_parameters.dt,
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islands,
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bodies,
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colliders,
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narrow_phase,
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events,
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);
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ccd_solver.clamp_motions(integration_parameters.dt, bodies, &impacts);
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self.counters.ccd.toi_computation_time.pause();
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}
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fn advance_to_final_positions(
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&mut self,
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islands: &IslandManager,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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modified_colliders: &mut Vec<ColliderHandle>,
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) {
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// Set the rigid-bodies and kinematic bodies to their final position.
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for handle in islands.iter_active_bodies() {
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let rb = bodies.index_mut_internal(handle);
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rb.pos.position = rb.pos.next_position;
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rb.colliders
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.update_positions(colliders, modified_colliders, &rb.pos.position);
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}
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}
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fn interpolate_kinematic_velocities(
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&mut self,
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integration_parameters: &IntegrationParameters,
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islands: &IslandManager,
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bodies: &mut RigidBodySet,
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) {
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// Update kinematic bodies velocities.
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// TODO: what is the best place for this? It should at least be
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// located before the island computation because we test the velocity
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// there to determine if this kinematic body should wake-up dynamic
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// bodies it is touching.
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for handle in islands.active_kinematic_bodies() {
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let rb = bodies.index_mut_internal(*handle);
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match rb.body_type {
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RigidBodyType::KinematicPositionBased => {
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rb.vels = rb.pos.interpolate_velocity(
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integration_parameters.inv_dt(),
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&rb.mprops.local_mprops.local_com,
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);
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}
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RigidBodyType::KinematicVelocityBased => {
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let new_pos = rb.vels.integrate(
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integration_parameters.dt,
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&rb.pos.position,
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&rb.mprops.local_mprops.local_com,
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);
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rb.pos = RigidBodyPosition::from(new_pos);
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}
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_ => {}
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}
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}
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}
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/// Executes one timestep of the physics simulation.
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pub fn step(
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&mut self,
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gravity: &Vector<Real>,
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integration_parameters: &IntegrationParameters,
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islands: &mut IslandManager,
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broad_phase: &mut dyn BroadPhase,
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narrow_phase: &mut NarrowPhase,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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impulse_joints: &mut ImpulseJointSet,
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multibody_joints: &mut MultibodyJointSet,
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ccd_solver: &mut CCDSolver,
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mut query_pipeline: Option<&mut QueryPipeline>,
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hooks: &dyn PhysicsHooks,
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events: &dyn EventHandler,
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) {
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self.counters.reset();
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self.counters.step_started();
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// Apply some of delayed wake-ups.
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self.counters.stages.user_changes.start();
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for handle in impulse_joints
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.to_wake_up
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.drain(..)
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.chain(multibody_joints.to_wake_up.drain(..))
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{
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islands.wake_up(bodies, handle, true);
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}
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// Apply modifications.
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let mut modified_colliders = colliders.take_modified();
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let mut removed_colliders = colliders.take_removed();
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super::user_changes::handle_user_changes_to_colliders(
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bodies,
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colliders,
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&modified_colliders[..],
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);
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|
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let mut modified_bodies = bodies.take_modified();
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super::user_changes::handle_user_changes_to_rigid_bodies(
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Some(islands),
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bodies,
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colliders,
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impulse_joints,
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multibody_joints,
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&modified_bodies,
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&mut modified_colliders,
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);
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// Disabled colliders are treated as if they were removed.
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// NOTE: this must be called here, after handle_user_changes_to_rigid_bodies to take into
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// account colliders disabled because of their parent rigid-body.
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removed_colliders.extend(
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modified_colliders
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.iter()
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.copied()
|
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.filter(|h| colliders.get(*h).map(|c| !c.is_enabled()).unwrap_or(false)),
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);
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self.counters.stages.user_changes.pause();
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// TODO: do this only on user-change.
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// TODO: do we want some kind of automatic inverse kinematics?
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for multibody in &mut multibody_joints.multibodies {
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multibody.1.forward_kinematics(bodies, true);
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multibody
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.1
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.update_rigid_bodies_internal(bodies, true, false, false);
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}
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self.detect_collisions(
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integration_parameters,
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islands,
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broad_phase,
|
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narrow_phase,
|
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bodies,
|
||
colliders,
|
||
impulse_joints,
|
||
multibody_joints,
|
||
&modified_colliders,
|
||
&removed_colliders,
|
||
hooks,
|
||
events,
|
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true,
|
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);
|
||
|
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if let Some(queries) = query_pipeline.as_deref_mut() {
|
||
self.counters.stages.query_pipeline_time.start();
|
||
queries.update_incremental(colliders, &modified_colliders, &removed_colliders, false);
|
||
self.counters.stages.query_pipeline_time.pause();
|
||
}
|
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||
self.counters.stages.user_changes.resume();
|
||
self.clear_modified_colliders(colliders, &mut modified_colliders);
|
||
self.clear_modified_bodies(bodies, &mut modified_bodies);
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removed_colliders.clear();
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||
self.counters.stages.user_changes.pause();
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||
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||
let mut remaining_time = integration_parameters.dt;
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||
let mut integration_parameters = *integration_parameters;
|
||
|
||
let (ccd_is_enabled, mut remaining_substeps) =
|
||
if integration_parameters.max_ccd_substeps == 0 {
|
||
(false, 1)
|
||
} else {
|
||
(true, integration_parameters.max_ccd_substeps)
|
||
};
|
||
|
||
while remaining_substeps > 0 {
|
||
// If there are more than one CCD substep, we need to split
|
||
// the timestep into multiple intervals. First, estimate the
|
||
// size of the time slice we will integrate for this substep.
|
||
//
|
||
// Note that we must do this now, before the constraints resolution
|
||
// because we need to use the correct timestep length for the
|
||
// integration of external forces.
|
||
//
|
||
// If there is only one or zero CCD substep, there is no need
|
||
// to split the timetsep interval. So we can just skip this part.
|
||
if ccd_is_enabled && remaining_substeps > 1 {
|
||
// NOTE: Take forces into account when updating the bodies CCD activation flags
|
||
// these forces have not been integrated to the body's velocity yet.
|
||
let ccd_active =
|
||
ccd_solver.update_ccd_active_flags(islands, bodies, remaining_time, true);
|
||
let first_impact = if ccd_active {
|
||
ccd_solver.find_first_impact(
|
||
remaining_time,
|
||
islands,
|
||
bodies,
|
||
colliders,
|
||
narrow_phase,
|
||
)
|
||
} else {
|
||
None
|
||
};
|
||
|
||
if let Some(toi) = first_impact {
|
||
let original_interval = remaining_time / (remaining_substeps as Real);
|
||
|
||
if toi < original_interval {
|
||
integration_parameters.dt = original_interval;
|
||
} else {
|
||
integration_parameters.dt =
|
||
toi + (remaining_time - toi) / (remaining_substeps as Real);
|
||
}
|
||
|
||
remaining_substeps -= 1;
|
||
} else {
|
||
// No impact, don't do any other substep after this one.
|
||
integration_parameters.dt = remaining_time;
|
||
remaining_substeps = 0;
|
||
}
|
||
|
||
remaining_time -= integration_parameters.dt;
|
||
|
||
// Avoid substep length that are too small.
|
||
if remaining_time <= integration_parameters.min_ccd_dt {
|
||
integration_parameters.dt += remaining_time;
|
||
remaining_substeps = 0;
|
||
}
|
||
} else {
|
||
integration_parameters.dt = remaining_time;
|
||
remaining_time = 0.0;
|
||
remaining_substeps = 0;
|
||
}
|
||
|
||
self.counters.ccd.num_substeps += 1;
|
||
|
||
self.interpolate_kinematic_velocities(&integration_parameters, islands, bodies);
|
||
self.build_islands_and_solve_velocity_constraints(
|
||
gravity,
|
||
&integration_parameters,
|
||
islands,
|
||
narrow_phase,
|
||
bodies,
|
||
colliders,
|
||
impulse_joints,
|
||
multibody_joints,
|
||
events,
|
||
);
|
||
|
||
// If CCD is enabled, execute the CCD motion clamping.
|
||
if ccd_is_enabled {
|
||
// NOTE: don't the forces into account when updating the CCD active flags because
|
||
// they have already been integrated into the velocities by the solver.
|
||
let ccd_active = ccd_solver.update_ccd_active_flags(
|
||
islands,
|
||
bodies,
|
||
integration_parameters.dt,
|
||
false,
|
||
);
|
||
if ccd_active {
|
||
self.run_ccd_motion_clamping(
|
||
&integration_parameters,
|
||
islands,
|
||
bodies,
|
||
colliders,
|
||
narrow_phase,
|
||
ccd_solver,
|
||
events,
|
||
);
|
||
}
|
||
}
|
||
|
||
self.counters.stages.update_time.resume();
|
||
self.advance_to_final_positions(islands, bodies, colliders, &mut modified_colliders);
|
||
self.counters.stages.update_time.pause();
|
||
|
||
self.detect_collisions(
|
||
&integration_parameters,
|
||
islands,
|
||
broad_phase,
|
||
narrow_phase,
|
||
bodies,
|
||
colliders,
|
||
impulse_joints,
|
||
multibody_joints,
|
||
&modified_colliders,
|
||
&[],
|
||
hooks,
|
||
events,
|
||
false,
|
||
);
|
||
|
||
if let Some(queries) = query_pipeline.as_deref_mut() {
|
||
self.counters.stages.query_pipeline_time.resume();
|
||
queries.update_incremental(
|
||
colliders,
|
||
&modified_colliders,
|
||
&[],
|
||
remaining_substeps == 0,
|
||
);
|
||
self.counters.stages.query_pipeline_time.pause();
|
||
}
|
||
|
||
self.clear_modified_colliders(colliders, &mut modified_colliders);
|
||
}
|
||
|
||
// Finally, make sure we update the world mass-properties of the rigid-bodies
|
||
// that moved. Otherwise, users may end up applying forces with respect to an
|
||
// outdated center of mass.
|
||
// TODO: avoid updating the world mass properties twice (here, and
|
||
// at the beginning of the next timestep) for bodies that were
|
||
// not modified by the user in the mean time.
|
||
self.counters.stages.update_time.resume();
|
||
for handle in islands.active_dynamic_bodies() {
|
||
let rb = bodies.index_mut_internal(*handle);
|
||
rb.mprops.update_world_mass_properties(&rb.pos.position);
|
||
}
|
||
self.counters.stages.update_time.pause();
|
||
|
||
self.counters.step_completed();
|
||
}
|
||
}
|
||
|
||
#[cfg(test)]
|
||
mod test {
|
||
use na::point;
|
||
|
||
use crate::dynamics::{
|
||
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, RigidBodyBuilder,
|
||
RigidBodySet,
|
||
};
|
||
use crate::geometry::{BroadPhaseMultiSap, ColliderBuilder, ColliderSet, NarrowPhase};
|
||
use crate::math::Vector;
|
||
use crate::pipeline::PhysicsPipeline;
|
||
use crate::prelude::{MultibodyJointSet, RevoluteJointBuilder, RigidBodyType};
|
||
|
||
#[test]
|
||
fn kinematic_and_fixed_contact_crash() {
|
||
let mut colliders = ColliderSet::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut pipeline = PhysicsPipeline::new();
|
||
let mut bf = BroadPhaseMultiSap::new();
|
||
let mut nf = NarrowPhase::new();
|
||
let mut bodies = RigidBodySet::new();
|
||
let mut islands = IslandManager::new();
|
||
|
||
let rb = RigidBodyBuilder::fixed().build();
|
||
let h1 = bodies.insert(rb.clone());
|
||
let co = ColliderBuilder::ball(10.0).build();
|
||
colliders.insert_with_parent(co.clone(), h1, &mut bodies);
|
||
|
||
// The same but with a kinematic body.
|
||
let rb = RigidBodyBuilder::kinematic_position_based().build();
|
||
let h2 = bodies.insert(rb.clone());
|
||
colliders.insert_with_parent(co, h2, &mut bodies);
|
||
|
||
pipeline.step(
|
||
&Vector::zeros(),
|
||
&IntegrationParameters::default(),
|
||
&mut islands,
|
||
&mut bf,
|
||
&mut nf,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut CCDSolver::new(),
|
||
None,
|
||
&(),
|
||
&(),
|
||
);
|
||
}
|
||
|
||
#[test]
|
||
fn rigid_body_removal_before_step() {
|
||
let mut colliders = ColliderSet::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut pipeline = PhysicsPipeline::new();
|
||
let mut bf = BroadPhaseMultiSap::new();
|
||
let mut nf = NarrowPhase::new();
|
||
let mut islands = IslandManager::new();
|
||
|
||
let mut bodies = RigidBodySet::new();
|
||
|
||
// Check that removing the body right after inserting it works.
|
||
// We add two dynamic bodies, one kinematic body and one fixed body before removing
|
||
// them. This include a non-regression test where deleting a kimenatic body crashes.
|
||
let rb = RigidBodyBuilder::dynamic().build();
|
||
let h1 = bodies.insert(rb.clone());
|
||
let h2 = bodies.insert(rb.clone());
|
||
|
||
// The same but with a kinematic body.
|
||
let rb = RigidBodyBuilder::kinematic_position_based().build();
|
||
let h3 = bodies.insert(rb.clone());
|
||
|
||
// The same but with a fixed body.
|
||
let rb = RigidBodyBuilder::fixed().build();
|
||
let h4 = bodies.insert(rb.clone());
|
||
|
||
let to_delete = [h1, h2, h3, h4];
|
||
for h in &to_delete {
|
||
bodies.remove(
|
||
*h,
|
||
&mut islands,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
true,
|
||
);
|
||
}
|
||
|
||
pipeline.step(
|
||
&Vector::zeros(),
|
||
&IntegrationParameters::default(),
|
||
&mut islands,
|
||
&mut bf,
|
||
&mut nf,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut CCDSolver::new(),
|
||
None,
|
||
&(),
|
||
&(),
|
||
);
|
||
}
|
||
|
||
#[cfg(feature = "serde")]
|
||
#[test]
|
||
fn rigid_body_removal_snapshot_handle_determinism() {
|
||
let mut colliders = ColliderSet::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut islands = IslandManager::new();
|
||
|
||
let mut bodies = RigidBodySet::new();
|
||
let rb = RigidBodyBuilder::dynamic().build();
|
||
let h1 = bodies.insert(rb.clone());
|
||
let h2 = bodies.insert(rb.clone());
|
||
let h3 = bodies.insert(rb.clone());
|
||
|
||
bodies.remove(
|
||
h1,
|
||
&mut islands,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
true,
|
||
);
|
||
bodies.remove(
|
||
h3,
|
||
&mut islands,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
true,
|
||
);
|
||
bodies.remove(
|
||
h2,
|
||
&mut islands,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
true,
|
||
);
|
||
|
||
let ser_bodies = bincode::serialize(&bodies).unwrap();
|
||
let mut bodies2: RigidBodySet = bincode::deserialize(&ser_bodies).unwrap();
|
||
|
||
let h1a = bodies.insert(rb.clone());
|
||
let h2a = bodies.insert(rb.clone());
|
||
let h3a = bodies.insert(rb.clone());
|
||
|
||
let h1b = bodies2.insert(rb.clone());
|
||
let h2b = bodies2.insert(rb.clone());
|
||
let h3b = bodies2.insert(rb.clone());
|
||
|
||
assert_eq!(h1a, h1b);
|
||
assert_eq!(h2a, h2b);
|
||
assert_eq!(h3a, h3b);
|
||
}
|
||
|
||
#[test]
|
||
fn collider_removal_before_step() {
|
||
let mut pipeline = PhysicsPipeline::new();
|
||
let gravity = Vector::y() * -9.81;
|
||
let integration_parameters = IntegrationParameters::default();
|
||
let mut broad_phase = BroadPhaseMultiSap::new();
|
||
let mut narrow_phase = NarrowPhase::new();
|
||
let mut bodies = RigidBodySet::new();
|
||
let mut colliders = ColliderSet::new();
|
||
let mut ccd = CCDSolver::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut islands = IslandManager::new();
|
||
let physics_hooks = ();
|
||
let event_handler = ();
|
||
|
||
let body = RigidBodyBuilder::dynamic().build();
|
||
let b_handle = bodies.insert(body);
|
||
let collider = ColliderBuilder::ball(1.0).build();
|
||
let c_handle = colliders.insert_with_parent(collider, b_handle, &mut bodies);
|
||
colliders.remove(c_handle, &mut islands, &mut bodies, true);
|
||
bodies.remove(
|
||
b_handle,
|
||
&mut islands,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
true,
|
||
);
|
||
|
||
for _ in 0..10 {
|
||
pipeline.step(
|
||
&gravity,
|
||
&integration_parameters,
|
||
&mut islands,
|
||
&mut broad_phase,
|
||
&mut narrow_phase,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut ccd,
|
||
None,
|
||
&physics_hooks,
|
||
&event_handler,
|
||
);
|
||
}
|
||
}
|
||
|
||
#[test]
|
||
fn rigid_body_type_changed_dynamic_is_in_active_set() {
|
||
let mut colliders = ColliderSet::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut pipeline = PhysicsPipeline::new();
|
||
let mut bf = BroadPhaseMultiSap::new();
|
||
let mut nf = NarrowPhase::new();
|
||
let mut islands = IslandManager::new();
|
||
|
||
let mut bodies = RigidBodySet::new();
|
||
|
||
// Initialize body as kinematic with mass
|
||
let rb = RigidBodyBuilder::kinematic_position_based()
|
||
.additional_mass(1.0)
|
||
.build();
|
||
let h = bodies.insert(rb.clone());
|
||
|
||
// Step once
|
||
let gravity = Vector::y() * -9.81;
|
||
pipeline.step(
|
||
&gravity,
|
||
&IntegrationParameters::default(),
|
||
&mut islands,
|
||
&mut bf,
|
||
&mut nf,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut CCDSolver::new(),
|
||
None,
|
||
&(),
|
||
&(),
|
||
);
|
||
|
||
// Switch body type to Dynamic
|
||
bodies
|
||
.get_mut(h)
|
||
.unwrap()
|
||
.set_body_type(RigidBodyType::Dynamic, true);
|
||
|
||
// Step again
|
||
pipeline.step(
|
||
&gravity,
|
||
&IntegrationParameters::default(),
|
||
&mut islands,
|
||
&mut bf,
|
||
&mut nf,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut CCDSolver::new(),
|
||
None,
|
||
&(),
|
||
&(),
|
||
);
|
||
|
||
let body = bodies.get(h).unwrap();
|
||
let h_y = body.pos.position.translation.y;
|
||
|
||
// Expect gravity to be applied on second step after switching to Dynamic
|
||
assert!(h_y < 0.0);
|
||
|
||
// Expect body to now be in active_dynamic_set
|
||
assert!(islands.active_dynamic_set.contains(&h));
|
||
}
|
||
|
||
#[test]
|
||
fn joint_step_delta_time_0() {
|
||
let mut colliders = ColliderSet::new();
|
||
let mut impulse_joints = ImpulseJointSet::new();
|
||
let mut multibody_joints = MultibodyJointSet::new();
|
||
let mut pipeline = PhysicsPipeline::new();
|
||
let mut bf = BroadPhaseMultiSap::new();
|
||
let mut nf = NarrowPhase::new();
|
||
let mut islands = IslandManager::new();
|
||
|
||
let mut bodies = RigidBodySet::new();
|
||
|
||
// Initialize bodies
|
||
let rb = RigidBodyBuilder::fixed().additional_mass(1.0).build();
|
||
let h = bodies.insert(rb.clone());
|
||
let rb_dynamic = RigidBodyBuilder::dynamic().additional_mass(1.0).build();
|
||
let h_dynamic = bodies.insert(rb_dynamic.clone());
|
||
|
||
// Add joint
|
||
#[cfg(feature = "dim2")]
|
||
let joint = RevoluteJointBuilder::new()
|
||
.local_anchor1(point![0.0, 1.0])
|
||
.local_anchor2(point![0.0, -3.0]);
|
||
#[cfg(feature = "dim3")]
|
||
let joint = RevoluteJointBuilder::new(Vector::z_axis())
|
||
.local_anchor1(point![0.0, 1.0, 0.0])
|
||
.local_anchor2(point![0.0, -3.0, 0.0]);
|
||
impulse_joints.insert(h, h_dynamic, joint, true);
|
||
|
||
let mut parameters = IntegrationParameters::default();
|
||
parameters.dt = 0.0;
|
||
// Step once
|
||
let gravity = Vector::y() * -9.81;
|
||
pipeline.step(
|
||
&gravity,
|
||
¶meters,
|
||
&mut islands,
|
||
&mut bf,
|
||
&mut nf,
|
||
&mut bodies,
|
||
&mut colliders,
|
||
&mut impulse_joints,
|
||
&mut multibody_joints,
|
||
&mut CCDSolver::new(),
|
||
None,
|
||
&(),
|
||
&(),
|
||
);
|
||
let translation = bodies[h_dynamic].translation();
|
||
let rotation = bodies[h_dynamic].rotation();
|
||
assert!(translation.x.is_finite());
|
||
assert!(translation.y.is_finite());
|
||
#[cfg(feature = "dim2")]
|
||
assert!(rotation.is_finite());
|
||
#[cfg(feature = "dim3")]
|
||
{
|
||
assert!(translation.z.is_finite());
|
||
assert!(rotation.i.is_finite());
|
||
assert!(rotation.j.is_finite());
|
||
assert!(rotation.k.is_finite());
|
||
assert!(rotation.w.is_finite());
|
||
}
|
||
}
|
||
}
|