Files
rapier/src/pipeline/user_changes.rs
2021-04-29 10:26:44 +02:00

173 lines
7.7 KiB
Rust

use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption};
use crate::dynamics::{
IslandManager, RigidBodyActivation, RigidBodyChanges, RigidBodyColliders, RigidBodyHandle,
RigidBodyIds, RigidBodyPosition, RigidBodyType,
};
use crate::geometry::{ColliderChanges, ColliderHandle, ColliderParent, ColliderPosition};
pub(crate) fn handle_user_changes_to_colliders<Colliders>(
bodies: &mut impl ComponentSet<RigidBodyPosition>,
colliders: &mut Colliders,
modified_colliders: &[ColliderHandle],
) where
Colliders: ComponentSetMut<ColliderChanges>
+ ComponentSetMut<ColliderPosition>
+ ComponentSetOption<ColliderParent>,
{
for handle in modified_colliders {
// NOTE: we use `get` because the collider may no longer
// exist if it has been removed.
let co_changes: Option<&ColliderChanges> = colliders.get(handle.0);
if let Some(co_changes) = co_changes {
if co_changes.contains(ColliderChanges::PARENT) {
let co_parent: Option<&ColliderParent> = colliders.get(handle.0);
if let Some(co_parent) = co_parent {
let parent_pos = bodies.index(co_parent.handle.0);
let new_pos = parent_pos.position * co_parent.pos_wrt_parent;
let new_changes = *co_changes | ColliderChanges::POSITION;
colliders.set_internal(handle.0, ColliderPosition(new_pos));
colliders.set_internal(handle.0, new_changes);
}
}
}
}
}
pub(crate) fn handle_user_changes_to_rigid_bodies<Bodies, Colliders>(
mut islands: Option<&mut IslandManager>,
bodies: &mut Bodies,
colliders: &mut Colliders,
modified_bodies: &[RigidBodyHandle],
modified_colliders: &mut Vec<ColliderHandle>,
) where
Bodies: ComponentSetMut<RigidBodyChanges>
+ ComponentSet<RigidBodyType>
+ ComponentSetMut<RigidBodyIds>
+ ComponentSetMut<RigidBodyActivation>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyPosition>,
Colliders: ComponentSetMut<ColliderPosition>
+ ComponentSetMut<ColliderChanges>
+ ComponentSetOption<ColliderParent>,
{
enum FinalAction {
UpdateActiveKinematicSetId,
UpdateActiveDynamicSetId,
}
for handle in modified_bodies {
let mut final_action = None;
let mut changes: RigidBodyChanges = *bodies.index(handle.0);
let mut ids: RigidBodyIds = *bodies.index(handle.0);
let mut activation: RigidBodyActivation = *bodies.index(handle.0);
let (status, rb_colliders, poss): (
&RigidBodyType,
&RigidBodyColliders,
&RigidBodyPosition,
) = bodies.index_bundle(handle.0);
{
// The body's status changed. We need to make sure
// it is on the correct active set.
if let Some(islands) = islands.as_deref_mut() {
if changes.contains(RigidBodyChanges::TYPE) {
match status {
RigidBodyType::Dynamic => {
// Remove from the active kinematic set if it was there.
if islands.active_kinematic_set.get(ids.active_set_id) == Some(handle) {
islands.active_kinematic_set.swap_remove(ids.active_set_id);
final_action = Some((
FinalAction::UpdateActiveKinematicSetId,
ids.active_set_id,
));
}
// Add to the active dynamic set.
activation.wake_up(true);
// Make sure the sleep change flag is set (even if for some
// reasons the rigid-body was already awake) to make
// sure the code handling sleeping change adds the body to
// the active_dynamic_set.
changes.set(RigidBodyChanges::SLEEP, true);
}
RigidBodyType::Kinematic => {
// Remove from the active dynamic set if it was there.
if islands.active_dynamic_set.get(ids.active_set_id) == Some(&handle) {
islands.active_dynamic_set.swap_remove(ids.active_set_id);
final_action = Some((
FinalAction::UpdateActiveDynamicSetId,
ids.active_set_id,
));
}
// Add to the active kinematic set.
if islands.active_kinematic_set.get(ids.active_set_id) != Some(&handle)
{
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
}
}
RigidBodyType::Static => {}
}
}
// Update the positions of the colliders.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
rb_colliders.update_positions(colliders, modified_colliders, &poss.position);
if status.is_kinematic()
&& islands.active_kinematic_set.get(ids.active_set_id) != Some(handle)
{
ids.active_set_id = islands.active_kinematic_set.len();
islands.active_kinematic_set.push(*handle);
}
}
// Push the body to the active set if it is not
// sleeping and if it is not already inside of the active set.
if changes.contains(RigidBodyChanges::SLEEP)
&& !activation.sleeping // May happen if the body was put to sleep manually.
&& status.is_dynamic() // Only dynamic bodies are in the active dynamic set.
&& islands.active_dynamic_set.get(ids.active_set_id) != Some(handle)
{
ids.active_set_id = islands.active_dynamic_set.len(); // This will handle the case where the activation_channel contains duplicates.
islands.active_dynamic_set.push(*handle);
}
} else {
// We don't use islands. So just update the colliders' positions.
if changes.contains(RigidBodyChanges::POSITION)
|| changes.contains(RigidBodyChanges::COLLIDERS)
{
rb_colliders.update_positions(colliders, modified_colliders, &poss.position);
}
}
bodies.set_internal(handle.0, RigidBodyChanges::empty());
bodies.set_internal(handle.0, ids);
bodies.set_internal(handle.0, activation);
}
// Adjust some ids, if needed.
if let Some(islands) = islands.as_deref_mut() {
if let Some((action, id)) = final_action {
let active_set = match action {
FinalAction::UpdateActiveKinematicSetId => &mut islands.active_kinematic_set,
FinalAction::UpdateActiveDynamicSetId => &mut islands.active_dynamic_set,
};
if id < active_set.len() {
bodies.map_mut_internal(active_set[id].0, |ids2: &mut RigidBodyIds| {
ids2.active_set_id = id;
});
}
}
}
}
}