Files
rapier/src/pipeline/collision_pipeline.rs

88 lines
3.1 KiB
Rust

//! Physics pipeline structures.
use crate::dynamics::{JointSet, RigidBodySet};
use crate::geometry::{BroadPhase, BroadPhasePairEvent, ColliderPair, ColliderSet, NarrowPhase};
use crate::pipeline::EventHandler;
/// The collision pipeline, responsible for performing collision detection between colliders.
///
/// This structure only contains temporary data buffers. It can be dropped and replaced by a fresh
/// copy at any time. For performance reasons it is recommended to reuse the same physics pipeline
/// instance to benefit from the cached data.
// NOTE: this contains only workspace data, so there is no point in making this serializable.
pub struct CollisionPipeline {
broadphase_collider_pairs: Vec<ColliderPair>,
broad_phase_events: Vec<BroadPhasePairEvent>,
empty_joints: JointSet,
}
#[allow(dead_code)]
fn check_pipeline_send_sync() {
fn do_test<T: Sync>() {}
do_test::<CollisionPipeline>();
}
impl CollisionPipeline {
/// Initializes a new physics pipeline.
pub fn new() -> CollisionPipeline {
CollisionPipeline {
broadphase_collider_pairs: Vec::new(),
broad_phase_events: Vec::new(),
empty_joints: JointSet::new(),
}
}
/// Executes one step of the collision detection.
pub fn step(
&mut self,
prediction_distance: f32,
broad_phase: &mut BroadPhase,
narrow_phase: &mut NarrowPhase,
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
events: &dyn EventHandler,
) {
bodies.maintain_active_set();
self.broadphase_collider_pairs.clear();
broad_phase.update_aabbs(prediction_distance, bodies, colliders);
self.broad_phase_events.clear();
broad_phase.find_pairs(&mut self.broad_phase_events);
narrow_phase.register_pairs(colliders, bodies, &self.broad_phase_events, events);
narrow_phase.compute_contacts(prediction_distance, bodies, colliders, events);
narrow_phase.compute_proximities(prediction_distance, bodies, colliders, events);
bodies.update_active_set_with_contacts(
colliders,
narrow_phase.contact_graph(),
self.empty_joints.joint_graph(),
0,
);
// // Update kinematic bodies velocities.
// bodies.foreach_active_kinematic_body_mut_internal(|_, body| {
// body.compute_velocity_from_predicted_position(integration_parameters.inv_dt());
// });
// Update colliders positions and kinematic bodies positions.
bodies.foreach_active_body_mut_internal(|_, rb| {
if rb.is_kinematic() {
rb.position = rb.predicted_position;
} else {
rb.update_predicted_position(0.0);
}
for handle in &rb.colliders {
let collider = &mut colliders[*handle];
collider.position = rb.position * collider.delta;
collider.predicted_position = rb.predicted_position * collider.delta;
}
});
bodies.modified_inactive_set.clear();
}
}