Files
rapier/src/pipeline/query_pipeline/mod.rs
Bruce Mitchener 7374653338 docs: Fix minor typos and tweaks (#696)
---------

Co-authored-by: Thierry Berger <contact@thierryberger.com>
2024-07-22 11:32:08 +02:00

715 lines
28 KiB
Rust
Raw Blame History

This file contains ambiguous Unicode characters
This file contains Unicode characters that might be confused with other characters. If you think that this is intentional, you can safely ignore this warning. Use the Escape button to reveal them.
pub mod generators;
use crate::dynamics::RigidBodyHandle;
use crate::geometry::{
Aabb, Collider, ColliderHandle, InteractionGroups, PointProjection, Qbvh, Ray, RayIntersection,
};
use crate::math::{Isometry, Point, Real, Vector};
use crate::{dynamics::RigidBodySet, geometry::ColliderSet};
use parry::partitioning::{QbvhDataGenerator, QbvhUpdateWorkspace};
use parry::query::details::{
NonlinearTOICompositeShapeShapeBestFirstVisitor, NormalConstraints,
PointCompositeShapeProjBestFirstVisitor, PointCompositeShapeProjWithFeatureBestFirstVisitor,
RayCompositeShapeToiAndNormalBestFirstVisitor, RayCompositeShapeToiBestFirstVisitor,
ShapeCastOptions, TOICompositeShapeShapeBestFirstVisitor,
};
use parry::query::visitors::{
BoundingVolumeIntersectionsVisitor, PointIntersectionsVisitor, RayIntersectionsVisitor,
};
use parry::query::{DefaultQueryDispatcher, NonlinearRigidMotion, QueryDispatcher, ShapeCastHit};
use parry::shape::{FeatureId, Shape, TypedSimdCompositeShape};
use std::sync::Arc;
/// A pipeline for performing queries on all the colliders of a scene.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone)]
pub struct QueryPipeline {
#[cfg_attr(
feature = "serde-serialize",
serde(skip, default = "crate::geometry::default_query_dispatcher")
)]
query_dispatcher: Arc<dyn QueryDispatcher>,
qbvh: Qbvh<ColliderHandle>,
dilation_factor: Real,
#[cfg_attr(feature = "serde-serialize", serde(skip))]
workspace: QbvhUpdateWorkspace,
}
struct QueryPipelineAsCompositeShape<'a> {
query_pipeline: &'a QueryPipeline,
bodies: &'a RigidBodySet,
colliders: &'a ColliderSet,
filter: QueryFilter<'a>,
}
bitflags::bitflags! {
#[derive(Copy, Clone, PartialEq, Eq, Debug, Default)]
/// Flags for excluding whole sets of colliders from a scene query.
pub struct QueryFilterFlags: u32 {
/// Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached.
const EXCLUDE_FIXED = 1 << 0;
/// Exclude from the query any collider attached to a kinematic rigid-body.
const EXCLUDE_KINEMATIC = 1 << 1;
/// Exclude from the query any collider attached to a dynamic rigid-body.
const EXCLUDE_DYNAMIC = 1 << 2;
/// Exclude from the query any collider that is a sensor.
const EXCLUDE_SENSORS = 1 << 3;
/// Exclude from the query any collider that is not a sensor.
const EXCLUDE_SOLIDS = 1 << 4;
/// Excludes all colliders not attached to a dynamic rigid-body.
const ONLY_DYNAMIC = Self::EXCLUDE_FIXED.bits() | Self::EXCLUDE_KINEMATIC.bits();
/// Excludes all colliders not attached to a kinematic rigid-body.
const ONLY_KINEMATIC = Self::EXCLUDE_DYNAMIC.bits() | Self::EXCLUDE_FIXED.bits();
/// Exclude all colliders attached to a non-fixed rigid-body
/// (this will not exclude colliders not attached to any rigid-body).
const ONLY_FIXED = Self::EXCLUDE_DYNAMIC.bits() | Self::EXCLUDE_KINEMATIC.bits();
}
}
impl QueryFilterFlags {
/// Tests if the given collider should be taken into account by a scene query, based
/// on the flags on `self`.
#[inline]
pub fn test(&self, bodies: &RigidBodySet, collider: &Collider) -> bool {
if self.is_empty() {
// No filter.
return true;
}
if (self.contains(QueryFilterFlags::EXCLUDE_SENSORS) && collider.is_sensor())
|| (self.contains(QueryFilterFlags::EXCLUDE_SOLIDS) && !collider.is_sensor())
{
return false;
}
if self.contains(QueryFilterFlags::EXCLUDE_FIXED) && collider.parent.is_none() {
return false;
}
if let Some(parent) = collider.parent.and_then(|p| bodies.get(p.handle)) {
let parent_type = parent.body_type();
if (self.contains(QueryFilterFlags::EXCLUDE_FIXED) && parent_type.is_fixed())
|| (self.contains(QueryFilterFlags::EXCLUDE_KINEMATIC)
&& parent_type.is_kinematic())
|| (self.contains(QueryFilterFlags::EXCLUDE_DYNAMIC) && parent_type.is_dynamic())
{
return false;
}
}
true
}
}
/// A filter that describes what collider should be included or excluded from a scene query.
#[derive(Copy, Clone, Default)]
pub struct QueryFilter<'a> {
/// Flags indicating what particular type of colliders should be excluded from the scene query.
pub flags: QueryFilterFlags,
/// If set, only colliders with collision groups compatible with this one will
/// be included in the scene query.
pub groups: Option<InteractionGroups>,
/// If set, this collider will be excluded from the scene query.
pub exclude_collider: Option<ColliderHandle>,
/// If set, any collider attached to this rigid-body will be excluded from the scene query.
pub exclude_rigid_body: Option<RigidBodyHandle>,
/// If set, any collider for which this closure returns false will be excluded from the scene query.
#[allow(clippy::type_complexity)] // Type doesnt look really complex?
pub predicate: Option<&'a dyn Fn(ColliderHandle, &Collider) -> bool>,
}
impl<'a> QueryFilter<'a> {
/// Applies the filters described by `self` to a collider to determine if it has to be
/// included in a scene query (`true`) or not (`false`).
#[inline]
pub fn test(&self, bodies: &RigidBodySet, handle: ColliderHandle, collider: &Collider) -> bool {
self.exclude_collider != Some(handle)
&& (self.exclude_rigid_body.is_none() // NOTE: deal with the `None` case separately otherwise the next test is incorrect if the colliders parent is `None` too.
|| self.exclude_rigid_body != collider.parent.map(|p| p.handle))
&& self
.groups
.map(|grps| collider.flags.collision_groups.test(grps))
.unwrap_or(true)
&& self.flags.test(bodies, collider)
&& self.predicate.map(|f| f(handle, collider)).unwrap_or(true)
}
}
impl<'a> From<QueryFilterFlags> for QueryFilter<'a> {
fn from(flags: QueryFilterFlags) -> Self {
Self {
flags,
..QueryFilter::default()
}
}
}
impl<'a> From<InteractionGroups> for QueryFilter<'a> {
fn from(groups: InteractionGroups) -> Self {
Self {
groups: Some(groups),
..QueryFilter::default()
}
}
}
impl<'a> QueryFilter<'a> {
/// A query filter that doesnt exclude any collider.
pub fn new() -> Self {
Self::default()
}
/// Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached.
pub fn exclude_fixed() -> Self {
QueryFilterFlags::EXCLUDE_FIXED.into()
}
/// Exclude from the query any collider attached to a kinematic rigid-body.
pub fn exclude_kinematic() -> Self {
QueryFilterFlags::EXCLUDE_KINEMATIC.into()
}
/// Exclude from the query any collider attached to a dynamic rigid-body.
pub fn exclude_dynamic() -> Self {
QueryFilterFlags::EXCLUDE_DYNAMIC.into()
}
/// Excludes all colliders not attached to a dynamic rigid-body.
pub fn only_dynamic() -> Self {
QueryFilterFlags::ONLY_DYNAMIC.into()
}
/// Excludes all colliders not attached to a kinematic rigid-body.
pub fn only_kinematic() -> Self {
QueryFilterFlags::ONLY_KINEMATIC.into()
}
/// Exclude all colliders attached to a non-fixed rigid-body
/// (this will not exclude colliders not attached to any rigid-body).
pub fn only_fixed() -> Self {
QueryFilterFlags::ONLY_FIXED.into()
}
/// Exclude from the query any collider that is a sensor.
pub fn exclude_sensors(mut self) -> Self {
self.flags |= QueryFilterFlags::EXCLUDE_SENSORS;
self
}
/// Exclude from the query any collider that is not a sensor.
pub fn exclude_solids(mut self) -> Self {
self.flags |= QueryFilterFlags::EXCLUDE_SOLIDS;
self
}
/// Only colliders with collision groups compatible with this one will
/// be included in the scene query.
pub fn groups(mut self, groups: InteractionGroups) -> Self {
self.groups = Some(groups);
self
}
/// Set the collider that will be excluded from the scene query.
pub fn exclude_collider(mut self, collider: ColliderHandle) -> Self {
self.exclude_collider = Some(collider);
self
}
/// Set the rigid-body that will be excluded from the scene query.
pub fn exclude_rigid_body(mut self, rigid_body: RigidBodyHandle) -> Self {
self.exclude_rigid_body = Some(rigid_body);
self
}
/// Set the predicate to apply a custom collider filtering during the scene query.
pub fn predicate(mut self, predicate: &'a impl Fn(ColliderHandle, &Collider) -> bool) -> Self {
self.predicate = Some(predicate);
self
}
}
impl<'a> TypedSimdCompositeShape for QueryPipelineAsCompositeShape<'a> {
type PartShape = dyn Shape;
type PartNormalConstraints = dyn NormalConstraints;
type PartId = ColliderHandle;
fn map_typed_part_at(
&self,
shape_id: Self::PartId,
mut f: impl FnMut(
Option<&Isometry<Real>>,
&Self::PartShape,
Option<&Self::PartNormalConstraints>,
),
) {
if let Some(co) = self.colliders.get(shape_id) {
if self.filter.test(self.bodies, shape_id, co) {
f(Some(&co.pos), &*co.shape, None)
}
}
}
fn map_untyped_part_at(
&self,
shape_id: Self::PartId,
f: impl FnMut(Option<&Isometry<Real>>, &Self::PartShape, Option<&dyn NormalConstraints>),
) {
self.map_typed_part_at(shape_id, f);
}
fn typed_qbvh(&self) -> &Qbvh<ColliderHandle> {
&self.query_pipeline.qbvh
}
}
impl Default for QueryPipeline {
fn default() -> Self {
Self::new()
}
}
impl QueryPipeline {
/// Initializes an empty query pipeline.
pub fn new() -> Self {
Self::with_query_dispatcher(DefaultQueryDispatcher)
}
fn as_composite_shape<'a>(
&'a self,
bodies: &'a RigidBodySet,
colliders: &'a ColliderSet,
filter: QueryFilter<'a>,
) -> QueryPipelineAsCompositeShape<'a> {
QueryPipelineAsCompositeShape {
query_pipeline: self,
bodies,
colliders,
filter,
}
}
/// Initializes an empty query pipeline with a custom `QueryDispatcher`.
///
/// Use this constructor in order to use a custom `QueryDispatcher` that is
/// aware of your own user-defined shapes.
pub fn with_query_dispatcher<D>(d: D) -> Self
where
D: 'static + QueryDispatcher,
{
Self {
query_dispatcher: Arc::new(d),
qbvh: Qbvh::new(),
dilation_factor: 0.01,
workspace: QbvhUpdateWorkspace::default(),
}
}
/// The query dispatcher used by this query pipeline for running scene queries.
pub fn query_dispatcher(&self) -> &dyn QueryDispatcher {
&*self.query_dispatcher
}
/// Update the query pipeline incrementally, avoiding a complete rebuild of its
/// internal data-structure.
pub fn update_incremental(
&mut self,
colliders: &ColliderSet,
modified_colliders: &[ColliderHandle],
removed_colliders: &[ColliderHandle],
refit_and_rebalance: bool,
) {
// We remove first. This is needed to avoid the ABA problem: if a collider was removed
// and another added right after with the same handle index, we can remove first, and
// then update the new one (but only if its actually exists, to address the case where
// a collider was added/modified and then removed during the same frame).
for removed in removed_colliders {
self.qbvh.remove(*removed);
}
for modified in modified_colliders {
// Check that the collider still exists as it may have been removed.
if colliders.contains(*modified) {
self.qbvh.pre_update_or_insert(*modified);
}
}
if refit_and_rebalance {
let _ = self.qbvh.refit(0.0, &mut self.workspace, |handle| {
colliders[*handle].compute_aabb()
});
self.qbvh.rebalance(0.0, &mut self.workspace);
}
}
/// Update the acceleration structure on the query pipeline.
///
/// Uses [`generators::CurrentAabb`] to update.
pub fn update(&mut self, colliders: &ColliderSet) {
self.update_with_generator(generators::CurrentAabb { colliders })
}
/// Update the acceleration structure on the query pipeline using a custom collider bounding
/// volume generator.
///
/// See [`generators`] for available generators.
pub fn update_with_generator(&mut self, mode: impl QbvhDataGenerator<ColliderHandle>) {
self.qbvh.clear_and_rebuild(mode, self.dilation_factor);
}
/// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `ray`: the ray to cast.
/// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
/// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if
/// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary
/// even if its starts inside of it.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn cast_ray(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
) -> Option<(ColliderHandle, Real)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let mut visitor =
RayCompositeShapeToiBestFirstVisitor::new(&pipeline_shape, ray, max_toi, solid);
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the closest intersection between a ray and a set of colliders.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `ray`: the ray to cast.
/// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
/// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if
/// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary
/// even if its starts inside of it.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn cast_ray_and_get_normal(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
) -> Option<(ColliderHandle, RayIntersection)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let mut visitor = RayCompositeShapeToiAndNormalBestFirstVisitor::new(
&pipeline_shape,
ray,
max_toi,
solid,
);
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Find the all intersections between a ray and a set of colliders and passes them to a callback.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `ray`: the ray to cast.
/// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively
/// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray.
/// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if
/// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary
/// even if its starts inside of it.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
/// * `callback`: function executed on each collider for which a ray intersection has been found.
/// There is no guarantees on the order the results will be yielded. If this callback returns `false`,
/// this method will exit early, ignore any further raycast.
pub fn intersections_with_ray<'a>(
&self,
bodies: &'a RigidBodySet,
colliders: &'a ColliderSet,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
mut callback: impl FnMut(ColliderHandle, RayIntersection) -> bool,
) {
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(co) = colliders.get(*handle) {
if filter.test(bodies, *handle, co) {
if let Some(hit) = co
.shape
.cast_ray_and_get_normal(&co.pos, ray, max_toi, solid)
{
return callback(*handle, hit);
}
}
}
true
};
let mut visitor = RayIntersectionsVisitor::new(ray, max_toi, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// Gets the handle of up to one collider intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The position of the shape used for the intersection test.
/// * `shape` - The shape used for the intersection test.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn intersection_with_shape(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
filter: QueryFilter,
) -> Option<ColliderHandle> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
#[allow(deprecated)]
// TODO: replace this with IntersectionCompositeShapeShapeVisitor when it
// can return the shape part id.
let mut visitor =
parry::query::details::IntersectionCompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
shape_pos,
&pipeline_shape,
shape,
);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .0))
}
/// Find the projection of a point on the closest collider.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn project_point(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
point: &Point<Real>,
solid: bool,
filter: QueryFilter,
) -> Option<(ColliderHandle, PointProjection)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let mut visitor =
PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, point, solid);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .1, h.1 .0))
}
/// Find all the colliders containing the given point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point used for the containment test.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
/// * `callback` - A function called with each collider with a shape
/// containing the `point`.
pub fn intersections_with_point(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
point: &Point<Real>,
filter: QueryFilter,
mut callback: impl FnMut(ColliderHandle) -> bool,
) {
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(co) = colliders.get(*handle) {
if filter.test(bodies, *handle, co) && co.shape.contains_point(&co.pos, point) {
return callback(*handle);
}
}
true
};
let mut visitor = PointIntersectionsVisitor::new(point, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// Find the projection of a point on the closest collider.
///
/// The results include the ID of the feature hit by the point.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `point` - The point to project.
/// * `solid` - If this is set to `true` then the collider shapes are considered to
/// be plain (if the point is located inside of a plain shape, its projection is the point
/// itself). If it is set to `false` the collider shapes are considered to be hollow
/// (if the point is located inside of an hollow shape, it is projected on the shape's
/// boundary).
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn project_point_and_get_feature(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
point: &Point<Real>,
filter: QueryFilter,
) -> Option<(ColliderHandle, PointProjection, FeatureId)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let mut visitor =
PointCompositeShapeProjWithFeatureBestFirstVisitor::new(&pipeline_shape, point, false);
self.qbvh
.traverse_best_first(&mut visitor)
.map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1))
}
/// Finds all handles of all the colliders with an [`Aabb`] intersecting the given [`Aabb`].
pub fn colliders_with_aabb_intersecting_aabb(
&self,
aabb: &Aabb,
mut callback: impl FnMut(&ColliderHandle) -> bool,
) {
let mut visitor = BoundingVolumeIntersectionsVisitor::new(aabb, &mut callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
/// Casts a shape at a constant linear velocity and retrieve the first collider it hits.
///
/// This is similar to ray-casting except that we are casting a whole shape instead of just a
/// point (the ray origin). In the resulting `TOI`, witness and normal 1 refer to the world
/// collider, and are in world space.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_pos` - The initial position of the shape to cast.
/// * `shape_vel` - The constant velocity of the shape to cast (i.e. the cast direction).
/// * `shape` - The shape to cast.
/// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively
/// limits the distance traveled by the shape to `shape_vel.norm() * maxToi`.
/// * `stop_at_penetration` - If set to `false`, the linear shape-cast wont immediately stop if
/// the shape is penetrating another shape at its starting point **and** its trajectory is such
/// that its on a path to exit that penetration state.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn cast_shape(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
shape_pos: &Isometry<Real>,
shape_vel: &Vector<Real>,
shape: &dyn Shape,
options: ShapeCastOptions,
filter: QueryFilter,
) -> Option<(ColliderHandle, ShapeCastHit)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
shape_pos,
shape_vel,
&pipeline_shape,
shape,
options,
);
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Casts a shape with an arbitrary continuous motion and retrieve the first collider it hits.
///
/// In the resulting `TOI`, witness and normal 1 refer to the world collider, and are in world
/// space.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shape_motion` - The motion of the shape.
/// * `shape` - The shape to cast.
/// * `start_time` - The starting time of the interval where the motion takes place.
/// * `end_time` - The end time of the interval where the motion takes place.
/// * `stop_at_penetration` - If the casted shape starts in a penetration state with any
/// collider, two results are possible. If `stop_at_penetration` is `true` then, the
/// result will have a `toi` equal to `start_time`. If `stop_at_penetration` is `false`
/// then the nonlinear shape-casting will see if further motion with respect to the penetration normal
/// would result in tunnelling. If it does not (i.e. we have a separating velocity along
/// that normal) then the nonlinear shape-casting will attempt to find another impact,
/// at a time `> start_time` that could result in tunnelling.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
pub fn nonlinear_cast_shape(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
shape_motion: &NonlinearRigidMotion,
shape: &dyn Shape,
start_time: Real,
end_time: Real,
stop_at_penetration: bool,
filter: QueryFilter,
) -> Option<(ColliderHandle, ShapeCastHit)> {
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
let pipeline_motion = NonlinearRigidMotion::identity();
let mut visitor = NonlinearTOICompositeShapeShapeBestFirstVisitor::new(
&*self.query_dispatcher,
&pipeline_motion,
&pipeline_shape,
shape_motion,
shape,
start_time,
end_time,
stop_at_penetration,
);
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
}
/// Retrieve all the colliders intersecting the given shape.
///
/// # Parameters
/// * `colliders` - The set of colliders taking part in this pipeline.
/// * `shapePos` - The position of the shape to test.
/// * `shapeRot` - The orientation of the shape to test.
/// * `shape` - The shape to test.
/// * `filter`: set of rules used to determine which collider is taken into account by this scene query.
/// * `callback` - A function called with the handles of each collider intersecting the `shape`.
pub fn intersections_with_shape(
&self,
bodies: &RigidBodySet,
colliders: &ColliderSet,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
filter: QueryFilter,
mut callback: impl FnMut(ColliderHandle) -> bool,
) {
let dispatcher = &*self.query_dispatcher;
let inv_shape_pos = shape_pos.inverse();
let mut leaf_callback = &mut |handle: &ColliderHandle| {
if let Some(co) = colliders.get(*handle) {
if filter.test(bodies, *handle, co) {
let pos12 = inv_shape_pos * co.pos.as_ref();
if dispatcher.intersection_test(&pos12, shape, &*co.shape) == Ok(true) {
return callback(*handle);
}
}
}
true
};
let shape_aabb = shape.compute_aabb(shape_pos);
let mut visitor = BoundingVolumeIntersectionsVisitor::new(&shape_aabb, &mut leaf_callback);
self.qbvh.traverse_depth_first(&mut visitor);
}
}