1268 lines
46 KiB
Rust
1268 lines
46 KiB
Rust
use crate::dynamics::{
|
||
LockedAxes, MassProperties, RigidBodyActivation, RigidBodyAdditionalMassProps, RigidBodyCcd,
|
||
RigidBodyChanges, RigidBodyColliders, RigidBodyDamping, RigidBodyDominance, RigidBodyForces,
|
||
RigidBodyIds, RigidBodyMassProps, RigidBodyPosition, RigidBodyType, RigidBodyVelocity,
|
||
};
|
||
use crate::geometry::{
|
||
ColliderHandle, ColliderMassProps, ColliderParent, ColliderPosition, ColliderSet, ColliderShape,
|
||
};
|
||
use crate::math::{AngVector, Isometry, Point, Real, Rotation, Vector};
|
||
use crate::utils::WCross;
|
||
use num::Zero;
|
||
|
||
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
|
||
/// A rigid body.
|
||
///
|
||
/// To create a new rigid-body, use the `RigidBodyBuilder` structure.
|
||
#[derive(Debug, Clone)]
|
||
pub struct RigidBody {
|
||
pub(crate) pos: RigidBodyPosition,
|
||
pub(crate) mprops: RigidBodyMassProps,
|
||
// NOTE: we need this so that the CCD can use the actual velocities obtained
|
||
// by the velocity solver with bias. If we switch to interpolation, we
|
||
// should remove this field.
|
||
pub(crate) integrated_vels: RigidBodyVelocity,
|
||
pub(crate) vels: RigidBodyVelocity,
|
||
pub(crate) damping: RigidBodyDamping,
|
||
pub(crate) forces: RigidBodyForces,
|
||
pub(crate) ccd: RigidBodyCcd,
|
||
pub(crate) ids: RigidBodyIds,
|
||
pub(crate) colliders: RigidBodyColliders,
|
||
/// Whether or not this rigid-body is sleeping.
|
||
pub(crate) activation: RigidBodyActivation,
|
||
pub(crate) changes: RigidBodyChanges,
|
||
/// The status of the body, governing how it is affected by external forces.
|
||
pub(crate) body_type: RigidBodyType,
|
||
/// The dominance group this rigid-body is part of.
|
||
pub(crate) dominance: RigidBodyDominance,
|
||
/// User-defined data associated to this rigid-body.
|
||
pub user_data: u128,
|
||
}
|
||
|
||
impl Default for RigidBody {
|
||
fn default() -> Self {
|
||
Self::new()
|
||
}
|
||
}
|
||
|
||
impl RigidBody {
|
||
fn new() -> Self {
|
||
Self {
|
||
pos: RigidBodyPosition::default(),
|
||
mprops: RigidBodyMassProps::default(),
|
||
integrated_vels: RigidBodyVelocity::default(),
|
||
vels: RigidBodyVelocity::default(),
|
||
damping: RigidBodyDamping::default(),
|
||
forces: RigidBodyForces::default(),
|
||
ccd: RigidBodyCcd::default(),
|
||
ids: RigidBodyIds::default(),
|
||
colliders: RigidBodyColliders::default(),
|
||
activation: RigidBodyActivation::active(),
|
||
changes: RigidBodyChanges::all(),
|
||
body_type: RigidBodyType::Dynamic,
|
||
dominance: RigidBodyDominance::default(),
|
||
user_data: 0,
|
||
}
|
||
}
|
||
|
||
pub(crate) fn reset_internal_references(&mut self) {
|
||
self.colliders.0 = Vec::new();
|
||
self.ids = Default::default();
|
||
}
|
||
|
||
/// The activation status of this rigid-body.
|
||
pub fn activation(&self) -> &RigidBodyActivation {
|
||
&self.activation
|
||
}
|
||
|
||
/// Mutable reference to the activation status of this rigid-body.
|
||
pub fn activation_mut(&mut self) -> &mut RigidBodyActivation {
|
||
self.changes |= RigidBodyChanges::SLEEP;
|
||
&mut self.activation
|
||
}
|
||
|
||
/// The linear damping coefficient of this rigid-body.
|
||
#[inline]
|
||
pub fn linear_damping(&self) -> Real {
|
||
self.damping.linear_damping
|
||
}
|
||
|
||
/// Sets the linear damping coefficient of this rigid-body.
|
||
#[inline]
|
||
pub fn set_linear_damping(&mut self, damping: Real) {
|
||
self.damping.linear_damping = damping;
|
||
}
|
||
|
||
/// The angular damping coefficient of this rigid-body.
|
||
#[inline]
|
||
pub fn angular_damping(&self) -> Real {
|
||
self.damping.angular_damping
|
||
}
|
||
|
||
/// Sets the angular damping coefficient of this rigid-body.
|
||
#[inline]
|
||
pub fn set_angular_damping(&mut self, damping: Real) {
|
||
self.damping.angular_damping = damping
|
||
}
|
||
|
||
/// The type of this rigid-body.
|
||
pub fn body_type(&self) -> RigidBodyType {
|
||
self.body_type
|
||
}
|
||
|
||
/// Sets the type of this rigid-body.
|
||
pub fn set_body_type(&mut self, status: RigidBodyType) {
|
||
if status != self.body_type {
|
||
self.changes.insert(RigidBodyChanges::TYPE);
|
||
self.body_type = status;
|
||
|
||
if status == RigidBodyType::Fixed {
|
||
self.vels = RigidBodyVelocity::zero();
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The mass-properties of this rigid-body.
|
||
#[inline]
|
||
pub fn mass_properties(&self) -> &MassProperties {
|
||
&self.mprops.local_mprops
|
||
}
|
||
|
||
/// The dominance group of this rigid-body.
|
||
///
|
||
/// This method always returns `i8::MAX + 1` for non-dynamic
|
||
/// rigid-bodies.
|
||
#[inline]
|
||
pub fn effective_dominance_group(&self) -> i16 {
|
||
self.dominance.effective_group(&self.body_type)
|
||
}
|
||
|
||
/// Sets the axes along which this rigid-body cannot translate or rotate.
|
||
#[inline]
|
||
pub fn set_locked_axes(&mut self, locked_axes: LockedAxes, wake_up: bool) {
|
||
if locked_axes != self.mprops.flags {
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
|
||
self.mprops.flags = locked_axes;
|
||
self.update_world_mass_properties();
|
||
}
|
||
}
|
||
|
||
#[inline]
|
||
/// Locks or unlocks all the rotations of this rigid-body.
|
||
pub fn lock_rotations(&mut self, locked: bool, wake_up: bool) {
|
||
if !self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED) {
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
|
||
self.mprops.flags.set(LockedAxes::ROTATION_LOCKED_X, locked);
|
||
self.mprops.flags.set(LockedAxes::ROTATION_LOCKED_Y, locked);
|
||
self.mprops.flags.set(LockedAxes::ROTATION_LOCKED_Z, locked);
|
||
self.update_world_mass_properties();
|
||
}
|
||
}
|
||
|
||
#[inline]
|
||
/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
|
||
pub fn set_enabled_rotations(
|
||
&mut self,
|
||
allow_rotations_x: bool,
|
||
allow_rotations_y: bool,
|
||
allow_rotations_z: bool,
|
||
wake_up: bool,
|
||
) {
|
||
if self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_X) != !allow_rotations_x
|
||
|| self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_Y) != !allow_rotations_y
|
||
|| self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_Z) != !allow_rotations_z
|
||
{
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::ROTATION_LOCKED_X, !allow_rotations_x);
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::ROTATION_LOCKED_Y, !allow_rotations_y);
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::ROTATION_LOCKED_Z, !allow_rotations_z);
|
||
self.update_world_mass_properties();
|
||
}
|
||
}
|
||
|
||
/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
|
||
#[deprecated(note = "Use `set_enabled_rotations` instead")]
|
||
pub fn restrict_rotations(
|
||
&mut self,
|
||
allow_rotations_x: bool,
|
||
allow_rotations_y: bool,
|
||
allow_rotations_z: bool,
|
||
wake_up: bool,
|
||
) {
|
||
self.set_enabled_rotations(
|
||
allow_rotations_x,
|
||
allow_rotations_y,
|
||
allow_rotations_z,
|
||
wake_up,
|
||
);
|
||
}
|
||
|
||
#[inline]
|
||
/// Locks or unlocks all the rotations of this rigid-body.
|
||
pub fn lock_translations(&mut self, locked: bool, wake_up: bool) {
|
||
if !self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED) {
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED, locked);
|
||
self.update_world_mass_properties();
|
||
}
|
||
}
|
||
|
||
#[inline]
|
||
/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
|
||
pub fn set_enabled_translations(
|
||
&mut self,
|
||
allow_translation_x: bool,
|
||
allow_translation_y: bool,
|
||
#[cfg(feature = "dim3")] allow_translation_z: bool,
|
||
wake_up: bool,
|
||
) {
|
||
#[cfg(feature = "dim2")]
|
||
if self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED_X) == !allow_translation_x
|
||
&& self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED_Y) == !allow_translation_y
|
||
{
|
||
// Nothing to change.
|
||
return;
|
||
}
|
||
#[cfg(feature = "dim3")]
|
||
if self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED_X) == !allow_translation_x
|
||
&& self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED_Y) == !allow_translation_y
|
||
&& self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED_Z) == !allow_translation_z
|
||
{
|
||
// Nothing to change.
|
||
return;
|
||
}
|
||
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_X, !allow_translation_x);
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_Y, !allow_translation_y);
|
||
#[cfg(feature = "dim3")]
|
||
self.mprops
|
||
.flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_Z, !allow_translation_z);
|
||
self.update_world_mass_properties();
|
||
}
|
||
|
||
#[inline]
|
||
#[deprecated(note = "Use `set_enabled_translations` instead")]
|
||
/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
|
||
pub fn restrict_translations(
|
||
&mut self,
|
||
allow_translation_x: bool,
|
||
allow_translation_y: bool,
|
||
#[cfg(feature = "dim3")] allow_translation_z: bool,
|
||
wake_up: bool,
|
||
) {
|
||
self.set_enabled_translations(
|
||
allow_translation_x,
|
||
allow_translation_y,
|
||
#[cfg(feature = "dim3")]
|
||
allow_translation_z,
|
||
wake_up,
|
||
)
|
||
}
|
||
|
||
/// Are the translations of this rigid-body locked?
|
||
#[cfg(feature = "dim2")]
|
||
pub fn is_translation_locked(&self) -> bool {
|
||
self.mprops
|
||
.flags
|
||
.contains(LockedAxes::TRANSLATION_LOCKED_X | LockedAxes::TRANSLATION_LOCKED_Y)
|
||
}
|
||
|
||
/// Are the translations of this rigid-body locked?
|
||
#[cfg(feature = "dim3")]
|
||
pub fn is_translation_locked(&self) -> bool {
|
||
self.mprops.flags.contains(LockedAxes::TRANSLATION_LOCKED)
|
||
}
|
||
|
||
/// Are the rotations of this rigid-body locked?
|
||
#[cfg(feature = "dim2")]
|
||
pub fn is_rotation_locked(&self) -> bool {
|
||
self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_Z)
|
||
}
|
||
|
||
/// Returns `true` for each rotational degrees of freedom locked on this rigid-body.
|
||
#[cfg(feature = "dim3")]
|
||
pub fn is_rotation_locked(&self) -> [bool; 3] {
|
||
[
|
||
self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_X),
|
||
self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_Y),
|
||
self.mprops.flags.contains(LockedAxes::ROTATION_LOCKED_Z),
|
||
]
|
||
}
|
||
|
||
/// Enables of disable CCD (continuous collision-detection) for this rigid-body.
|
||
///
|
||
/// CCD prevents tunneling, but may still allow limited interpenetration of colliders.
|
||
pub fn enable_ccd(&mut self, enabled: bool) {
|
||
self.ccd.ccd_enabled = enabled;
|
||
}
|
||
|
||
/// Is CCD (continous collision-detection) enabled for this rigid-body?
|
||
pub fn is_ccd_enabled(&self) -> bool {
|
||
self.ccd.ccd_enabled
|
||
}
|
||
|
||
// This is different from `is_ccd_enabled`. This checks that CCD
|
||
// is active for this rigid-body, i.e., if it was seen to move fast
|
||
// enough to justify a CCD run.
|
||
/// Is CCD active for this rigid-body?
|
||
///
|
||
/// The CCD is considered active if the rigid-body is moving at
|
||
/// a velocity greater than an automatically-computed threshold.
|
||
///
|
||
/// This is not the same as `self.is_ccd_enabled` which only
|
||
/// checks if CCD is enabled to run for this rigid-body or if
|
||
/// it is completely disabled (independently from its velocity).
|
||
pub fn is_ccd_active(&self) -> bool {
|
||
self.ccd.ccd_active
|
||
}
|
||
|
||
/// 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) {
|
||
self.mprops.recompute_mass_properties_from_colliders(
|
||
colliders,
|
||
&self.colliders,
|
||
&self.pos.position,
|
||
);
|
||
}
|
||
|
||
/// Sets the rigid-body's additional mass.
|
||
///
|
||
/// The total angular inertia of the rigid-body will be scaled automatically based on this
|
||
/// additional mass. If this scaling effect isn’t desired, use [`Self::additional_mass_properties`]
|
||
/// instead of this method.
|
||
///
|
||
/// This is only the "additional" mass because the total mass of the rigid-body is
|
||
/// equal to the sum of this additional mass and the mass computed from the colliders
|
||
/// (with non-zero densities) attached to this rigid-body.
|
||
///
|
||
/// That total mass (which includes the attached colliders’ contributions)
|
||
/// will be updated at the name physics step, or can be updated manually with
|
||
/// [`Self::recompute_mass_properties_from_colliders`].
|
||
///
|
||
/// This will override any previous mass-properties set by [`Self::set_additional_mass`],
|
||
/// [`Self::set_additional_mass_properties`], [`RigidBodyBuilder::additional_mass`], or
|
||
/// [`RigidBodyBuilder::additional_mass_properties`] for this rigid-body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
#[inline]
|
||
pub fn set_additional_mass(&mut self, additional_mass: Real, wake_up: bool) {
|
||
self.do_set_additional_mass_properties(
|
||
RigidBodyAdditionalMassProps::Mass(additional_mass),
|
||
wake_up,
|
||
)
|
||
}
|
||
|
||
/// Sets the rigid-body's additional mass-properties.
|
||
///
|
||
/// This is only the "additional" mass-properties because the total mass-properties of the
|
||
/// rigid-body is equal to the sum of this additional mass-properties and the mass computed from
|
||
/// the colliders (with non-zero densities) attached to this rigid-body.
|
||
///
|
||
/// That total mass-properties (which include the attached colliders’ contributions)
|
||
/// will be updated at the name physics step, or can be updated manually with
|
||
/// [`Self::recompute_mass_properties_from_colliders`].
|
||
///
|
||
/// This will override any previous mass-properties set by [`Self::set_additional_mass`],
|
||
/// [`Self::set_additional_mass_properties`], [`RigidBodyBuilder::additional_mass`], or
|
||
/// [`RigidBodyBuilder::additional_mass_properties`] for this rigid-body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
#[inline]
|
||
pub fn set_additional_mass_properties(&mut self, props: MassProperties, wake_up: bool) {
|
||
self.do_set_additional_mass_properties(
|
||
RigidBodyAdditionalMassProps::MassProps(props),
|
||
wake_up,
|
||
)
|
||
}
|
||
|
||
fn do_set_additional_mass_properties(
|
||
&mut self,
|
||
props: RigidBodyAdditionalMassProps,
|
||
wake_up: bool,
|
||
) {
|
||
let new_mprops = Some(Box::new(props));
|
||
|
||
if self.mprops.additional_local_mprops != new_mprops {
|
||
self.changes.insert(RigidBodyChanges::LOCAL_MASS_PROPERTIES);
|
||
self.mprops.additional_local_mprops = new_mprops;
|
||
|
||
if self.is_dynamic() && wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The handles of colliders attached to this rigid body.
|
||
pub fn colliders(&self) -> &[ColliderHandle] {
|
||
&self.colliders.0[..]
|
||
}
|
||
|
||
/// Is this rigid body dynamic?
|
||
///
|
||
/// A dynamic body can move freely and is affected by forces.
|
||
pub fn is_dynamic(&self) -> bool {
|
||
self.body_type == RigidBodyType::Dynamic
|
||
}
|
||
|
||
/// Is this rigid body kinematic?
|
||
///
|
||
/// A kinematic body can move freely but is not affected by forces.
|
||
pub fn is_kinematic(&self) -> bool {
|
||
self.body_type.is_kinematic()
|
||
}
|
||
|
||
/// Is this rigid body fixed?
|
||
///
|
||
/// A fixed body cannot move and is not affected by forces.
|
||
pub fn is_fixed(&self) -> bool {
|
||
self.body_type == RigidBodyType::Fixed
|
||
}
|
||
|
||
/// The mass of this rigid body.
|
||
///
|
||
/// Returns zero if this rigid body has an infinite mass.
|
||
pub fn mass(&self) -> Real {
|
||
self.mprops.local_mprops.mass()
|
||
}
|
||
|
||
/// The predicted position of this rigid-body.
|
||
///
|
||
/// If this rigid-body is kinematic this value is set by the `set_next_kinematic_position`
|
||
/// method and is used for estimating the kinematic body velocity at the next timestep.
|
||
/// For non-kinematic bodies, this value is currently unspecified.
|
||
pub fn next_position(&self) -> &Isometry<Real> {
|
||
&self.pos.next_position
|
||
}
|
||
|
||
/// The scale factor applied to the gravity affecting this rigid-body.
|
||
pub fn gravity_scale(&self) -> Real {
|
||
self.forces.gravity_scale
|
||
}
|
||
|
||
/// Sets the gravity scale facter for this rigid-body.
|
||
pub fn set_gravity_scale(&mut self, scale: Real, wake_up: bool) {
|
||
if self.forces.gravity_scale != scale {
|
||
if wake_up && self.activation.sleeping {
|
||
self.changes.insert(RigidBodyChanges::SLEEP);
|
||
self.activation.sleeping = false;
|
||
}
|
||
|
||
self.forces.gravity_scale = scale;
|
||
}
|
||
}
|
||
|
||
/// The dominance group of this rigid-body.
|
||
pub fn dominance_group(&self) -> i8 {
|
||
self.dominance.0
|
||
}
|
||
|
||
/// The dominance group of this rigid-body.
|
||
pub fn set_dominance_group(&mut self, dominance: i8) {
|
||
if self.dominance.0 != dominance {
|
||
self.changes.insert(RigidBodyChanges::DOMINANCE);
|
||
self.dominance.0 = dominance
|
||
}
|
||
}
|
||
|
||
/// Adds a collider to this rigid-body.
|
||
// TODO ECS: we keep this public for now just to simply our experiments on bevy_rapier.
|
||
pub fn add_collider(
|
||
&mut self,
|
||
co_handle: ColliderHandle,
|
||
co_parent: &ColliderParent,
|
||
co_pos: &mut ColliderPosition,
|
||
co_shape: &ColliderShape,
|
||
co_mprops: &ColliderMassProps,
|
||
) {
|
||
self.colliders.attach_collider(
|
||
&mut self.changes,
|
||
&mut self.ccd,
|
||
&mut self.mprops,
|
||
&self.pos,
|
||
co_handle,
|
||
co_pos,
|
||
co_parent,
|
||
co_shape,
|
||
co_mprops,
|
||
)
|
||
}
|
||
|
||
/// Removes a collider from this rigid-body.
|
||
pub(crate) fn remove_collider_internal(&mut self, handle: ColliderHandle) {
|
||
if let Some(i) = self.colliders.0.iter().position(|e| *e == handle) {
|
||
self.changes.set(RigidBodyChanges::COLLIDERS, true);
|
||
self.colliders.0.swap_remove(i);
|
||
}
|
||
}
|
||
|
||
/// Put this rigid body to sleep.
|
||
///
|
||
/// A sleeping body no longer moves and is no longer simulated by the physics engine unless
|
||
/// it is waken up. It can be woken manually with `self.wake_up` or automatically due to
|
||
/// external forces like contacts.
|
||
pub fn sleep(&mut self) {
|
||
self.activation.sleep();
|
||
self.vels = RigidBodyVelocity::zero();
|
||
}
|
||
|
||
/// Wakes up this rigid body if it is sleeping.
|
||
///
|
||
/// If `strong` is `true` then it is assured that the rigid-body will
|
||
/// remain awake during multiple subsequent timesteps.
|
||
pub fn wake_up(&mut self, strong: bool) {
|
||
if self.activation.sleeping {
|
||
self.changes.insert(RigidBodyChanges::SLEEP);
|
||
}
|
||
|
||
self.activation.wake_up(strong);
|
||
}
|
||
|
||
/// Is this rigid body sleeping?
|
||
pub fn is_sleeping(&self) -> bool {
|
||
// TODO: should we:
|
||
// - return false for fixed bodies.
|
||
// - return true for non-sleeping dynamic bodies.
|
||
// - return true only for kinematic bodies with non-zero velocity?
|
||
self.activation.sleeping
|
||
}
|
||
|
||
/// Is the velocity of this body not zero?
|
||
pub fn is_moving(&self) -> bool {
|
||
!self.vels.linvel.is_zero() || !self.vels.angvel.is_zero()
|
||
}
|
||
|
||
/// The linear velocity of this rigid-body.
|
||
pub fn linvel(&self) -> &Vector<Real> {
|
||
&self.vels.linvel
|
||
}
|
||
|
||
/// The angular velocity of this rigid-body.
|
||
#[cfg(feature = "dim2")]
|
||
pub fn angvel(&self) -> Real {
|
||
self.vels.angvel
|
||
}
|
||
|
||
/// The angular velocity of this rigid-body.
|
||
#[cfg(feature = "dim3")]
|
||
pub fn angvel(&self) -> &Vector<Real> {
|
||
&self.vels.angvel
|
||
}
|
||
|
||
/// The linear velocity of this rigid-body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
pub fn set_linvel(&mut self, linvel: Vector<Real>, wake_up: bool) {
|
||
if self.vels.linvel != linvel {
|
||
match self.body_type {
|
||
RigidBodyType::Dynamic => {
|
||
self.vels.linvel = linvel;
|
||
if wake_up {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
RigidBodyType::KinematicVelocityBased => {
|
||
self.vels.linvel = linvel;
|
||
}
|
||
RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The angular velocity of this rigid-body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
#[cfg(feature = "dim2")]
|
||
pub fn set_angvel(&mut self, angvel: Real, wake_up: bool) {
|
||
if self.vels.angvel != angvel {
|
||
match self.body_type {
|
||
RigidBodyType::Dynamic => {
|
||
self.vels.angvel = angvel;
|
||
if wake_up {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
RigidBodyType::KinematicVelocityBased => {
|
||
self.vels.angvel = angvel;
|
||
}
|
||
RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The angular velocity of this rigid-body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
#[cfg(feature = "dim3")]
|
||
pub fn set_angvel(&mut self, angvel: Vector<Real>, wake_up: bool) {
|
||
if self.vels.angvel != angvel {
|
||
match self.body_type {
|
||
RigidBodyType::Dynamic => {
|
||
self.vels.angvel = angvel;
|
||
if wake_up {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
RigidBodyType::KinematicVelocityBased => {
|
||
self.vels.angvel = angvel;
|
||
}
|
||
RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The world-space position of this rigid-body.
|
||
#[inline]
|
||
pub fn position(&self) -> &Isometry<Real> {
|
||
&self.pos.position
|
||
}
|
||
|
||
/// The translational part of this rigid-body's position.
|
||
#[inline]
|
||
pub fn translation(&self) -> &Vector<Real> {
|
||
&self.pos.position.translation.vector
|
||
}
|
||
|
||
/// Sets the translational part of this rigid-body's position.
|
||
#[inline]
|
||
pub fn set_translation(&mut self, translation: Vector<Real>, wake_up: bool) {
|
||
if self.pos.position.translation.vector != translation
|
||
|| self.pos.next_position.translation.vector != translation
|
||
{
|
||
self.changes.insert(RigidBodyChanges::POSITION);
|
||
self.pos.position.translation.vector = translation;
|
||
self.pos.next_position.translation.vector = translation;
|
||
|
||
// TODO: Do we really need to check that the body isn't dynamic?
|
||
if wake_up && self.is_dynamic() {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
}
|
||
|
||
/// The rotational part of this rigid-body's position.
|
||
#[inline]
|
||
pub fn rotation(&self) -> &Rotation<Real> {
|
||
&self.pos.position.rotation
|
||
}
|
||
|
||
/// Sets the rotational part of this rigid-body's position.
|
||
#[inline]
|
||
pub fn set_rotation(&mut self, rotation: AngVector<Real>, wake_up: bool) {
|
||
let rotation = Rotation::new(rotation);
|
||
|
||
if self.pos.position.rotation != rotation || self.pos.next_position.rotation != rotation {
|
||
self.changes.insert(RigidBodyChanges::POSITION);
|
||
self.pos.position.rotation = rotation;
|
||
self.pos.next_position.rotation = rotation;
|
||
|
||
// TODO: Do we really need to check that the body isn't dynamic?
|
||
if wake_up && self.is_dynamic() {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Sets the position and `next_kinematic_position` of this rigid body.
|
||
///
|
||
/// This will teleport the rigid-body to the specified position/orientation,
|
||
/// completely ignoring any physics rule. If this body is kinematic, this will
|
||
/// also set the next kinematic position to the same value, effectively
|
||
/// resetting to zero the next interpolated velocity of the kinematic body.
|
||
///
|
||
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
|
||
/// put to sleep because it did not move for a while.
|
||
pub fn set_position(&mut self, pos: Isometry<Real>, wake_up: bool) {
|
||
if self.pos.position != pos || self.pos.next_position != pos {
|
||
self.changes.insert(RigidBodyChanges::POSITION);
|
||
self.pos.position = pos;
|
||
self.pos.next_position = pos;
|
||
|
||
// TODO: Do we really need to check that the body isn't dynamic?
|
||
if wake_up && self.is_dynamic() {
|
||
self.wake_up(true)
|
||
}
|
||
}
|
||
}
|
||
|
||
/// If this rigid body is kinematic, sets its future translation after the next timestep integration.
|
||
pub fn set_next_kinematic_rotation(&mut self, rotation: AngVector<Real>) {
|
||
if self.is_kinematic() {
|
||
self.pos.next_position.rotation = Rotation::new(rotation);
|
||
}
|
||
}
|
||
|
||
/// If this rigid body is kinematic, sets its future orientation after the next timestep integration.
|
||
pub fn set_next_kinematic_translation(&mut self, translation: Vector<Real>) {
|
||
if self.is_kinematic() {
|
||
self.pos.next_position.translation = translation.into();
|
||
}
|
||
}
|
||
|
||
/// If this rigid body is kinematic, sets its future position after the next timestep integration.
|
||
pub fn set_next_kinematic_position(&mut self, pos: Isometry<Real>) {
|
||
if self.is_kinematic() {
|
||
self.pos.next_position = pos;
|
||
}
|
||
}
|
||
|
||
/// Predicts the next position of this rigid-body, by integrating its velocity and forces
|
||
/// by a time of `dt`.
|
||
pub fn predict_position_using_velocity_and_forces(&self, dt: Real) -> Isometry<Real> {
|
||
self.pos
|
||
.integrate_forces_and_velocities(dt, &self.forces, &self.vels, &self.mprops)
|
||
}
|
||
|
||
pub(crate) fn update_world_mass_properties(&mut self) {
|
||
self.mprops.update_world_mass_properties(&self.pos.position);
|
||
}
|
||
}
|
||
|
||
/// ## Applying forces and torques
|
||
impl RigidBody {
|
||
/// Resets to zero all the constant (linear) forces manually applied to this rigid-body.
|
||
pub fn reset_forces(&mut self, wake_up: bool) {
|
||
if !self.forces.user_force.is_zero() {
|
||
self.forces.user_force = na::zero();
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Resets to zero all the constant torques manually applied to this rigid-body.
|
||
pub fn reset_torques(&mut self, wake_up: bool) {
|
||
if !self.forces.user_torque.is_zero() {
|
||
self.forces.user_torque = na::zero();
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Adds to this rigid-body a constant force applied at its center-of-mass.ç
|
||
///
|
||
/// This does nothing on non-dynamic bodies.
|
||
pub fn add_force(&mut self, force: Vector<Real>, wake_up: bool) {
|
||
if !force.is_zero() {
|
||
if self.body_type == RigidBodyType::Dynamic {
|
||
self.forces.user_force += force;
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Adds to this rigid-body a constant torque at its center-of-mass.
|
||
///
|
||
/// This does nothing on non-dynamic bodies.
|
||
#[cfg(feature = "dim2")]
|
||
pub fn add_torque(&mut self, torque: Real, wake_up: bool) {
|
||
if !torque.is_zero() {
|
||
if self.body_type == RigidBodyType::Dynamic {
|
||
self.forces.user_torque += torque;
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Adds to this rigid-body a constant torque at its center-of-mass.
|
||
///
|
||
/// This does nothing on non-dynamic bodies.
|
||
#[cfg(feature = "dim3")]
|
||
pub fn add_torque(&mut self, torque: Vector<Real>, wake_up: bool) {
|
||
if !torque.is_zero() {
|
||
if self.body_type == RigidBodyType::Dynamic {
|
||
self.forces.user_torque += torque;
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// Adds to this rigid-body a constant force at the given world-space point of this rigid-body.
|
||
///
|
||
/// This does nothing on non-dynamic bodies.
|
||
pub fn add_force_at_point(&mut self, force: Vector<Real>, point: Point<Real>, wake_up: bool) {
|
||
if !force.is_zero() {
|
||
if self.body_type == RigidBodyType::Dynamic {
|
||
self.forces.user_force += force;
|
||
self.forces.user_torque += (point - self.mprops.world_com).gcross(force);
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
}
|
||
}
|
||
|
||
/// ## Applying impulses and angular impulses
|
||
impl RigidBody {
|
||
/// 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, impulse: Vector<Real>, wake_up: bool) {
|
||
if !impulse.is_zero() && self.body_type == RigidBodyType::Dynamic {
|
||
self.vels.linvel += impulse.component_mul(&self.mprops.effective_inv_mass);
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// 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, torque_impulse: Real, wake_up: bool) {
|
||
if !torque_impulse.is_zero() && self.body_type == RigidBodyType::Dynamic {
|
||
self.vels.angvel += self.mprops.effective_world_inv_inertia_sqrt
|
||
* (self.mprops.effective_world_inv_inertia_sqrt * torque_impulse);
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// 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, torque_impulse: Vector<Real>, wake_up: bool) {
|
||
if !torque_impulse.is_zero() && self.body_type == RigidBodyType::Dynamic {
|
||
self.vels.angvel += self.mprops.effective_world_inv_inertia_sqrt
|
||
* (self.mprops.effective_world_inv_inertia_sqrt * torque_impulse);
|
||
|
||
if wake_up {
|
||
self.wake_up(true);
|
||
}
|
||
}
|
||
}
|
||
|
||
/// 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,
|
||
impulse: Vector<Real>,
|
||
point: Point<Real>,
|
||
wake_up: bool,
|
||
) {
|
||
let torque_impulse = (point - self.mprops.world_com).gcross(impulse);
|
||
self.apply_impulse(impulse, wake_up);
|
||
self.apply_torque_impulse(torque_impulse, wake_up);
|
||
}
|
||
}
|
||
|
||
impl RigidBody {
|
||
/// The velocity of the given world-space point on this rigid-body.
|
||
pub fn velocity_at_point(&self, point: &Point<Real>) -> Vector<Real> {
|
||
self.vels.velocity_at_point(point, &self.mprops.world_com)
|
||
}
|
||
|
||
/// The kinetic energy of this body.
|
||
pub fn kinetic_energy(&self) -> Real {
|
||
self.vels.kinetic_energy(&self.mprops)
|
||
}
|
||
|
||
/// The potential energy of this body in a gravity field.
|
||
pub fn gravitational_potential_energy(&self, dt: Real, gravity: Vector<Real>) -> Real {
|
||
let world_com = self
|
||
.mprops
|
||
.local_mprops
|
||
.world_com(&self.pos.position)
|
||
.coords;
|
||
|
||
// Project position back along velocity vector one half-step (leap-frog)
|
||
// to sync up the potential energy with the kinetic energy:
|
||
let world_com = world_com - self.vels.linvel * (dt / 2.0);
|
||
|
||
-self.mass() * self.forces.gravity_scale * gravity.dot(&world_com)
|
||
}
|
||
}
|
||
|
||
/// A builder for rigid-bodies.
|
||
#[derive(Clone, Debug, PartialEq)]
|
||
#[must_use = "Builder functions return the updated builder"]
|
||
pub struct RigidBodyBuilder {
|
||
/// The initial position of the rigid-body to be built.
|
||
pub position: Isometry<Real>,
|
||
/// The linear velocity of the rigid-body to be built.
|
||
pub linvel: Vector<Real>,
|
||
/// The angular velocity of the rigid-body to be built.
|
||
pub angvel: AngVector<Real>,
|
||
/// The scale factor applied to the gravity affecting the rigid-body to be built, `1.0` by default.
|
||
pub gravity_scale: Real,
|
||
/// Damping factor for gradually slowing down the translational motion of the rigid-body, `0.0` by default.
|
||
pub linear_damping: Real,
|
||
/// Damping factor for gradually slowing down the angular motion of the rigid-body, `0.0` by default.
|
||
pub angular_damping: Real,
|
||
body_type: RigidBodyType,
|
||
mprops_flags: LockedAxes,
|
||
/// The additional mass-properties of the rigid-body being built. See [`RigidBodyBuilder::additional_mass_properties`] for more information.
|
||
additional_mass_properties: RigidBodyAdditionalMassProps,
|
||
/// Whether or not the rigid-body to be created can sleep if it reaches a dynamic equilibrium.
|
||
pub can_sleep: bool,
|
||
/// Whether or not the rigid-body is to be created asleep.
|
||
pub sleeping: bool,
|
||
/// Whether continuous collision-detection is enabled for the rigid-body to be built.
|
||
///
|
||
/// CCD prevents tunneling, but may still allow limited interpenetration of colliders.
|
||
pub ccd_enabled: bool,
|
||
/// The dominance group of the rigid-body to be built.
|
||
pub dominance_group: i8,
|
||
/// An arbitrary user-defined 128-bit integer associated to the rigid-bodies built by this builder.
|
||
pub user_data: u128,
|
||
}
|
||
|
||
impl RigidBodyBuilder {
|
||
/// Initialize a new builder for a rigid body which is either fixed, dynamic, or kinematic.
|
||
pub fn new(body_type: RigidBodyType) -> Self {
|
||
Self {
|
||
position: Isometry::identity(),
|
||
linvel: Vector::zeros(),
|
||
angvel: na::zero(),
|
||
gravity_scale: 1.0,
|
||
linear_damping: 0.0,
|
||
angular_damping: 0.0,
|
||
body_type,
|
||
mprops_flags: LockedAxes::empty(),
|
||
additional_mass_properties: RigidBodyAdditionalMassProps::default(),
|
||
can_sleep: true,
|
||
sleeping: false,
|
||
ccd_enabled: false,
|
||
dominance_group: 0,
|
||
user_data: 0,
|
||
}
|
||
}
|
||
|
||
/// Initializes the builder of a new fixed rigid body.
|
||
#[deprecated(note = "use `RigidBodyBuilder::fixed()` instead")]
|
||
pub fn new_static() -> Self {
|
||
Self::fixed()
|
||
}
|
||
/// Initializes the builder of a new velocity-based kinematic rigid body.
|
||
#[deprecated(note = "use `RigidBodyBuilder::kinematic_velocity_based()` instead")]
|
||
pub fn new_kinematic_velocity_based() -> Self {
|
||
Self::kinematic_velocity_based()
|
||
}
|
||
/// Initializes the builder of a new position-based kinematic rigid body.
|
||
#[deprecated(note = "use `RigidBodyBuilder::kinematic_position_based()` instead")]
|
||
pub fn new_kinematic_position_based() -> Self {
|
||
Self::kinematic_position_based()
|
||
}
|
||
|
||
/// Initializes the builder of a new fixed rigid body.
|
||
pub fn fixed() -> Self {
|
||
Self::new(RigidBodyType::Fixed)
|
||
}
|
||
|
||
/// Initializes the builder of a new velocity-based kinematic rigid body.
|
||
pub fn kinematic_velocity_based() -> Self {
|
||
Self::new(RigidBodyType::KinematicVelocityBased)
|
||
}
|
||
|
||
/// Initializes the builder of a new position-based kinematic rigid body.
|
||
pub fn kinematic_position_based() -> Self {
|
||
Self::new(RigidBodyType::KinematicPositionBased)
|
||
}
|
||
|
||
/// Initializes the builder of a new dynamic rigid body.
|
||
pub fn dynamic() -> Self {
|
||
Self::new(RigidBodyType::Dynamic)
|
||
}
|
||
|
||
/// Sets the scale applied to the gravity force affecting the rigid-body to be created.
|
||
pub fn gravity_scale(mut self, scale_factor: Real) -> Self {
|
||
self.gravity_scale = scale_factor;
|
||
self
|
||
}
|
||
|
||
/// Sets the dominance group of this rigid-body.
|
||
pub fn dominance_group(mut self, group: i8) -> Self {
|
||
self.dominance_group = group;
|
||
self
|
||
}
|
||
|
||
/// Sets the initial translation of the rigid-body to be created.
|
||
pub fn translation(mut self, translation: Vector<Real>) -> Self {
|
||
self.position.translation.vector = translation;
|
||
self
|
||
}
|
||
|
||
/// Sets the initial orientation of the rigid-body to be created.
|
||
pub fn rotation(mut self, angle: AngVector<Real>) -> Self {
|
||
self.position.rotation = Rotation::new(angle);
|
||
self
|
||
}
|
||
|
||
/// Sets the initial position (translation and orientation) of the rigid-body to be created.
|
||
pub fn position(mut self, pos: Isometry<Real>) -> Self {
|
||
self.position = pos;
|
||
self
|
||
}
|
||
|
||
/// An arbitrary user-defined 128-bit integer associated to the rigid-bodies built by this builder.
|
||
pub fn user_data(mut self, data: u128) -> Self {
|
||
self.user_data = data;
|
||
self
|
||
}
|
||
|
||
/// Sets the additional mass-properties of the rigid-body being built.
|
||
///
|
||
/// This will be overridden by a call to [`Self::additional_mass`] so it only makes sense to call
|
||
/// either [`Self::additional_mass`] or [`Self::additional_mass_properties`].
|
||
///
|
||
/// Note that "additional" means that the final mass-properties of the rigid-bodies depends
|
||
/// on the initial mass-properties of the rigid-body (set by this method)
|
||
/// to which is added the contributions of all the colliders with non-zero density
|
||
/// attached to this rigid-body.
|
||
///
|
||
/// Therefore, if you want your provided mass-properties to be the final
|
||
/// mass-properties of your rigid-body, don't attach colliders to it, or
|
||
/// only attach colliders with densities equal to zero.
|
||
pub fn additional_mass_properties(mut self, mprops: MassProperties) -> Self {
|
||
self.additional_mass_properties = RigidBodyAdditionalMassProps::MassProps(mprops);
|
||
self
|
||
}
|
||
|
||
/// Sets the additional mass of the rigid-body being built.
|
||
///
|
||
/// This will be overridden by a call to [`Self::additional_mass_properties`] so it only makes
|
||
/// sense to call either [`Self::additional_mass`] or [`Self::additional_mass_properties`].
|
||
///
|
||
/// This is only the "additional" mass because the total mass of the rigid-body is
|
||
/// equal to the sum of this additional mass and the mass computed from the colliders
|
||
/// (with non-zero densities) attached to this rigid-body.
|
||
///
|
||
/// The total angular inertia of the rigid-body will be scaled automatically based on this
|
||
/// additional mass. If this scaling effect isn’t desired, use [`Self::additional_mass_properties`]
|
||
/// instead of this method.
|
||
///
|
||
/// # Parameters
|
||
/// * `mass`- The mass that will be added to the created rigid-body.
|
||
pub fn additional_mass(mut self, mass: Real) -> Self {
|
||
self.additional_mass_properties = RigidBodyAdditionalMassProps::Mass(mass);
|
||
self
|
||
}
|
||
|
||
/// Sets the axes along which this rigid-body cannot translate or rotate.
|
||
pub fn locked_axes(mut self, locked_axes: LockedAxes) -> Self {
|
||
self.mprops_flags = locked_axes;
|
||
self
|
||
}
|
||
|
||
/// Prevents this rigid-body from translating because of forces.
|
||
pub fn lock_translations(mut self) -> Self {
|
||
self.mprops_flags.set(LockedAxes::TRANSLATION_LOCKED, true);
|
||
self
|
||
}
|
||
|
||
/// Only allow translations of this rigid-body around specific coordinate axes.
|
||
pub fn enabled_translations(
|
||
mut self,
|
||
allow_translations_x: bool,
|
||
allow_translations_y: bool,
|
||
#[cfg(feature = "dim3")] allow_translations_z: bool,
|
||
) -> Self {
|
||
self.mprops_flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_X, !allow_translations_x);
|
||
self.mprops_flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_Y, !allow_translations_y);
|
||
#[cfg(feature = "dim3")]
|
||
self.mprops_flags
|
||
.set(LockedAxes::TRANSLATION_LOCKED_Z, !allow_translations_z);
|
||
self
|
||
}
|
||
|
||
#[deprecated(note = "Use `enabled_translations` instead")]
|
||
/// Only allow translations of this rigid-body around specific coordinate axes.
|
||
pub fn restrict_translations(
|
||
self,
|
||
allow_translations_x: bool,
|
||
allow_translations_y: bool,
|
||
#[cfg(feature = "dim3")] allow_translations_z: bool,
|
||
) -> Self {
|
||
self.enabled_translations(
|
||
allow_translations_x,
|
||
allow_translations_y,
|
||
#[cfg(feature = "dim3")]
|
||
allow_translations_z,
|
||
)
|
||
}
|
||
|
||
/// Prevents this rigid-body from rotating because of forces.
|
||
pub fn lock_rotations(mut self) -> Self {
|
||
self.mprops_flags.set(LockedAxes::ROTATION_LOCKED_X, true);
|
||
self.mprops_flags.set(LockedAxes::ROTATION_LOCKED_Y, true);
|
||
self.mprops_flags.set(LockedAxes::ROTATION_LOCKED_Z, true);
|
||
self
|
||
}
|
||
|
||
/// Only allow rotations of this rigid-body around specific coordinate axes.
|
||
#[cfg(feature = "dim3")]
|
||
pub fn enabled_rotations(
|
||
mut self,
|
||
allow_rotations_x: bool,
|
||
allow_rotations_y: bool,
|
||
allow_rotations_z: bool,
|
||
) -> Self {
|
||
self.mprops_flags
|
||
.set(LockedAxes::ROTATION_LOCKED_X, !allow_rotations_x);
|
||
self.mprops_flags
|
||
.set(LockedAxes::ROTATION_LOCKED_Y, !allow_rotations_y);
|
||
self.mprops_flags
|
||
.set(LockedAxes::ROTATION_LOCKED_Z, !allow_rotations_z);
|
||
self
|
||
}
|
||
|
||
/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
|
||
#[deprecated(note = "Use `enabled_rotations` instead")]
|
||
#[cfg(feature = "dim3")]
|
||
pub fn restrict_rotations(
|
||
self,
|
||
allow_rotations_x: bool,
|
||
allow_rotations_y: bool,
|
||
allow_rotations_z: bool,
|
||
) -> Self {
|
||
self.enabled_rotations(allow_rotations_x, allow_rotations_y, allow_rotations_z)
|
||
}
|
||
|
||
/// Sets the damping factor for the linear part of the rigid-body motion.
|
||
///
|
||
/// The higher the linear damping factor is, the more quickly the rigid-body
|
||
/// will slow-down its translational movement.
|
||
pub fn linear_damping(mut self, factor: Real) -> Self {
|
||
self.linear_damping = factor;
|
||
self
|
||
}
|
||
|
||
/// Sets the damping factor for the angular part of the rigid-body motion.
|
||
///
|
||
/// The higher the angular damping factor is, the more quickly the rigid-body
|
||
/// will slow-down its rotational movement.
|
||
pub fn angular_damping(mut self, factor: Real) -> Self {
|
||
self.angular_damping = factor;
|
||
self
|
||
}
|
||
|
||
/// Sets the initial linear velocity of the rigid-body to be created.
|
||
pub fn linvel(mut self, linvel: Vector<Real>) -> Self {
|
||
self.linvel = linvel;
|
||
self
|
||
}
|
||
|
||
/// Sets the initial angular velocity of the rigid-body to be created.
|
||
pub fn angvel(mut self, angvel: AngVector<Real>) -> Self {
|
||
self.angvel = angvel;
|
||
self
|
||
}
|
||
|
||
/// Sets whether or not the rigid-body to be created can sleep if it reaches a dynamic equilibrium.
|
||
pub fn can_sleep(mut self, can_sleep: bool) -> Self {
|
||
self.can_sleep = can_sleep;
|
||
self
|
||
}
|
||
|
||
/// Sets whether or not continuous collision-detection is enabled for this rigid-body.
|
||
///
|
||
/// CCD prevents tunneling, but may still allow limited interpenetration of colliders.
|
||
pub fn ccd_enabled(mut self, enabled: bool) -> Self {
|
||
self.ccd_enabled = enabled;
|
||
self
|
||
}
|
||
|
||
/// Sets whether or not the rigid-body is to be created asleep.
|
||
pub fn sleeping(mut self, sleeping: bool) -> Self {
|
||
self.sleeping = sleeping;
|
||
self
|
||
}
|
||
|
||
/// Build a new rigid-body with the parameters configured with this builder.
|
||
pub fn build(&self) -> RigidBody {
|
||
let mut rb = RigidBody::new();
|
||
rb.pos.next_position = self.position; // FIXME: compute the correct value?
|
||
rb.pos.position = self.position;
|
||
rb.vels.linvel = self.linvel;
|
||
rb.vels.angvel = self.angvel;
|
||
rb.body_type = self.body_type;
|
||
rb.user_data = self.user_data;
|
||
|
||
if self.additional_mass_properties
|
||
!= RigidBodyAdditionalMassProps::MassProps(MassProperties::zero())
|
||
&& self.additional_mass_properties != RigidBodyAdditionalMassProps::Mass(0.0)
|
||
{
|
||
rb.mprops.additional_local_mprops = Some(Box::new(self.additional_mass_properties));
|
||
}
|
||
|
||
rb.mprops.flags = self.mprops_flags;
|
||
rb.damping.linear_damping = self.linear_damping;
|
||
rb.damping.angular_damping = self.angular_damping;
|
||
rb.forces.gravity_scale = self.gravity_scale;
|
||
rb.dominance = RigidBodyDominance(self.dominance_group);
|
||
rb.enable_ccd(self.ccd_enabled);
|
||
|
||
if self.can_sleep && self.sleeping {
|
||
rb.sleep();
|
||
}
|
||
|
||
if !self.can_sleep {
|
||
rb.activation.linear_threshold = -1.0;
|
||
rb.activation.angular_threshold = -1.0;
|
||
}
|
||
|
||
rb
|
||
}
|
||
}
|
||
|
||
impl Into<RigidBody> for RigidBodyBuilder {
|
||
fn into(self) -> RigidBody {
|
||
self.build()
|
||
}
|
||
}
|