Files
rapier/src/dynamics/ccd/ccd_solver.rs
2021-04-27 16:43:24 +02:00

588 lines
24 KiB
Rust

use super::TOIEntry;
use crate::data::{BundleSet, ComponentSet, ComponentSetMut, ComponentSetOption};
use crate::dynamics::{IslandManager, RigidBodyColliders, RigidBodyForces};
use crate::dynamics::{
RigidBodyCcd, RigidBodyHandle, RigidBodyMassProps, RigidBodyPosition, RigidBodyVelocity,
};
use crate::geometry::{
ColliderParent, ColliderPosition, ColliderShape, ColliderType, IntersectionEvent, NarrowPhase,
};
use crate::math::Real;
use crate::parry::utils::SortedPair;
use crate::pipeline::{EventHandler, QueryPipeline, QueryPipelineMode};
use parry::query::{DefaultQueryDispatcher, QueryDispatcher};
use parry::utils::hashmap::HashMap;
use std::collections::BinaryHeap;
pub enum PredictedImpacts {
Impacts(HashMap<RigidBodyHandle, Real>),
ImpactsAfterEndTime(Real),
NoImpacts,
}
/// Solver responsible for performing motion-clamping on fast-moving bodies.
#[derive(Clone)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct CCDSolver {
#[cfg_attr(feature = "serde-serialize", serde(skip))]
query_pipeline: QueryPipeline,
}
impl CCDSolver {
/// Initializes a new CCD solver
pub fn new() -> Self {
Self::with_query_dispatcher(DefaultQueryDispatcher)
}
/// Initializes a CCD solver with a custom `QueryDispatcher` used for computing time-of-impacts.
///
/// 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,
{
CCDSolver {
query_pipeline: QueryPipeline::with_query_dispatcher(d),
}
}
/// Apply motion-clamping to the bodies affected by the given `impacts`.
///
/// The `impacts` should be the result of a previous call to `self.predict_next_impacts`.
pub fn clamp_motions<Bodies>(&self, dt: Real, bodies: &mut Bodies, impacts: &PredictedImpacts)
where
Bodies: ComponentSet<RigidBodyCcd>
+ ComponentSetMut<RigidBodyPosition>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyMassProps>,
{
match impacts {
PredictedImpacts::Impacts(tois) => {
for (handle, toi) in tois {
let (rb_poss, vels, ccd, mprops): (
&RigidBodyPosition,
&RigidBodyVelocity,
&RigidBodyCcd,
&RigidBodyMassProps,
) = bodies.index_bundle(handle.0);
let local_com = &mprops.mass_properties.local_com;
let min_toi = (ccd.ccd_thickness
* 0.15
* crate::utils::inv(ccd.max_point_velocity(vels)))
.min(dt);
// println!("Min toi: {}, Toi: {}", min_toi, toi);
let new_pos = vels.integrate(toi.max(min_toi), &rb_poss.position, &local_com);
bodies.map_mut_internal(handle.0, |rb_poss| {
rb_poss.next_position = new_pos;
});
}
}
_ => {}
}
}
/// Updates the set of bodies that needs CCD to be resolved.
///
/// Returns `true` if any rigid-body must have CCD resolved.
pub fn update_ccd_active_flags<Bodies>(
&self,
islands: &IslandManager,
bodies: &mut Bodies,
dt: Real,
include_forces: bool,
) -> bool
where
Bodies: ComponentSetMut<RigidBodyCcd>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyForces>,
{
let mut ccd_active = false;
// println!("Checking CCD activation");
for handle in islands.active_dynamic_bodies() {
let (ccd, vels, forces): (&RigidBodyCcd, &RigidBodyVelocity, &RigidBodyForces) =
bodies.index_bundle(handle.0);
if ccd.ccd_enabled {
let forces = if include_forces { Some(forces) } else { None };
let moving_fast = ccd.is_moving_fast(dt, vels, forces);
bodies.map_mut_internal(handle.0, |ccd| {
ccd.ccd_active = moving_fast;
});
ccd_active = ccd_active || moving_fast;
}
}
ccd_active
}
/// Find the first time a CCD-enabled body has a non-sensor collider hitting another non-sensor collider.
pub fn find_first_impact<Bodies, Colliders>(
&mut self,
dt: Real,
islands: &IslandManager,
bodies: &Bodies,
colliders: &Colliders,
narrow_phase: &NarrowPhase,
) -> Option<Real>
where
Bodies: ComponentSet<RigidBodyPosition>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyCcd>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyForces>
+ ComponentSet<RigidBodyMassProps>,
Colliders: ComponentSetOption<ColliderParent>
+ ComponentSet<ColliderPosition>
+ ComponentSet<ColliderShape>
+ ComponentSet<ColliderType>,
{
// Update the query pipeline.
self.query_pipeline.update_with_mode(
islands,
bodies,
colliders,
QueryPipelineMode::SweepTestWithPredictedPosition { dt },
);
let mut pairs_seen = HashMap::default();
let mut min_toi = dt;
for handle in islands.active_dynamic_bodies() {
let rb_ccd1: &RigidBodyCcd = bodies.index(handle.0);
if rb_ccd1.ccd_active {
let (rb_pos1, rb_vels1, forces1, rb_mprops1, rb_colliders1): (
&RigidBodyPosition,
&RigidBodyVelocity,
&RigidBodyForces,
&RigidBodyMassProps,
&RigidBodyColliders,
) = bodies.index_bundle(handle.0);
let predicted_body_pos1 =
rb_pos1.integrate_forces_and_velocities(dt, forces1, rb_vels1, rb_mprops1);
for ch1 in &rb_colliders1.0 {
let co_parent1: &ColliderParent = colliders
.get(ch1.0)
.expect("Could not find the ColliderParent component.");
let (co_shape1, co_pos1, co_type1): (
&ColliderShape,
&ColliderPosition,
&ColliderType,
) = colliders.index_bundle(ch1.0);
if co_type1.is_sensor() {
continue; // Ignore sensors.
}
let predicted_collider_pos1 = predicted_body_pos1 * co_parent1.pos_wrt_parent;
let aabb1 = co_shape1.compute_swept_aabb(&co_pos1, &predicted_collider_pos1);
self.query_pipeline
.colliders_with_aabb_intersecting_aabb(&aabb1, |ch2| {
if *ch1 == *ch2 {
// Ignore self-intersection.
return true;
}
if pairs_seen
.insert(
SortedPair::new(ch1.into_raw_parts().0, ch2.into_raw_parts().0),
(),
)
.is_none()
{
let co_parent1: Option<&ColliderParent> = colliders.get(ch1.0);
let co_parent2: Option<&ColliderParent> = colliders.get(ch2.0);
let c1: (_, _, _) = colliders.index_bundle(ch1.0);
let c2: (_, _, _) = colliders.index_bundle(ch2.0);
let co_type1: &ColliderType = colliders.index(ch1.0);
let co_type2: &ColliderType = colliders.index(ch1.0);
let bh1 = co_parent1.map(|p| p.handle);
let bh2 = co_parent2.map(|p| p.handle);
if bh1 == bh2 || (co_type1.is_sensor() || co_type2.is_sensor()) {
// Ignore self-intersection and sensors.
return true;
}
let smallest_dist = narrow_phase
.contact_pair(*ch1, *ch2)
.and_then(|p| p.find_deepest_contact())
.map(|c| c.1.dist)
.unwrap_or(0.0);
let b2 = bh2.map(|h| bodies.index_bundle(h.0));
if let Some(toi) = TOIEntry::try_from_colliders(
self.query_pipeline.query_dispatcher(),
*ch1,
*ch2,
(c1.0, c1.1, c1.2, co_parent1),
(c2.0, c2.1, c2.2, co_parent2),
Some((rb_pos1, rb_vels1, rb_mprops1, rb_ccd1)),
b2,
None,
None,
0.0,
min_toi,
smallest_dist,
) {
min_toi = min_toi.min(toi.toi);
}
}
true
});
}
}
}
if min_toi < dt {
Some(min_toi)
} else {
None
}
}
/// Outputs the set of bodies as well as their first time-of-impact event.
pub fn predict_impacts_at_next_positions<Bodies, Colliders>(
&mut self,
dt: Real,
islands: &IslandManager,
bodies: &Bodies,
colliders: &Colliders,
narrow_phase: &NarrowPhase,
events: &dyn EventHandler,
) -> PredictedImpacts
where
Bodies: ComponentSet<RigidBodyPosition>
+ ComponentSet<RigidBodyVelocity>
+ ComponentSet<RigidBodyCcd>
+ ComponentSet<RigidBodyColliders>
+ ComponentSet<RigidBodyForces>
+ ComponentSet<RigidBodyMassProps>,
Colliders: ComponentSetOption<ColliderParent>
+ ComponentSet<ColliderPosition>
+ ComponentSet<ColliderShape>
+ ComponentSet<ColliderType>,
{
let mut frozen = HashMap::<_, Real>::default();
let mut all_toi = BinaryHeap::new();
let mut pairs_seen = HashMap::default();
let mut min_overstep = dt;
// Update the query pipeline.
self.query_pipeline.update_with_mode(
islands,
bodies,
colliders,
QueryPipelineMode::SweepTestWithNextPosition,
);
/*
*
* First, collect all TOIs.
*
*/
// TODO: don't iterate through all the colliders.
for handle in islands.active_dynamic_bodies() {
let rb_ccd1: &RigidBodyCcd = bodies.index(handle.0);
if rb_ccd1.ccd_active {
let (rb_pos1, rb_vels1, forces1, rb_mprops1, rb_colliders1): (
&RigidBodyPosition,
&RigidBodyVelocity,
&RigidBodyForces,
&RigidBodyMassProps,
&RigidBodyColliders,
) = bodies.index_bundle(handle.0);
let predicted_body_pos1 =
rb_pos1.integrate_forces_and_velocities(dt, forces1, rb_vels1, rb_mprops1);
for ch1 in &rb_colliders1.0 {
let co_parent1: &ColliderParent = colliders
.get(ch1.0)
.expect("Could not find the ColliderParent component.");
let (co_shape1, co_pos1): (&ColliderShape, &ColliderPosition) =
colliders.index_bundle(ch1.0);
let predicted_collider_pos1 = predicted_body_pos1 * co_parent1.pos_wrt_parent;
let aabb1 = co_shape1.compute_swept_aabb(&co_pos1, &predicted_collider_pos1);
self.query_pipeline
.colliders_with_aabb_intersecting_aabb(&aabb1, |ch2| {
if *ch1 == *ch2 {
// Ignore self-intersection.
return true;
}
if pairs_seen
.insert(
SortedPair::new(ch1.into_raw_parts().0, ch2.into_raw_parts().0),
(),
)
.is_none()
{
let co_parent1: Option<&ColliderParent> = colliders.get(ch1.0);
let co_parent2: Option<&ColliderParent> = colliders.get(ch2.0);
let c1: (_, _, _) = colliders.index_bundle(ch1.0);
let c2: (_, _, _) = colliders.index_bundle(ch2.0);
let bh1 = co_parent1.map(|p| p.handle);
let bh2 = co_parent2.map(|p| p.handle);
if bh1 == bh2 {
// Ignore self-intersection.
return true;
}
let smallest_dist = narrow_phase
.contact_pair(*ch1, *ch2)
.and_then(|p| p.find_deepest_contact())
.map(|c| c.1.dist)
.unwrap_or(0.0);
let b1 = bh1.map(|h| bodies.index_bundle(h.0));
let b2 = bh2.map(|h| bodies.index_bundle(h.0));
if let Some(toi) = TOIEntry::try_from_colliders(
self.query_pipeline.query_dispatcher(),
*ch1,
*ch2,
(c1.0, c1.1, c1.2, co_parent1),
(c2.0, c2.1, c2.2, co_parent2),
b1,
b2,
None,
None,
0.0,
// NOTE: we use dt here only once we know that
// there is at least one TOI before dt.
min_overstep,
smallest_dist,
) {
if toi.toi > dt {
min_overstep = min_overstep.min(toi.toi);
} else {
min_overstep = dt;
all_toi.push(toi);
}
}
}
true
});
}
}
}
/*
*
* If the smallest TOI is outside of the time interval, return.
*
*/
if min_overstep == dt && all_toi.is_empty() {
return PredictedImpacts::NoImpacts;
} else if min_overstep > dt {
return PredictedImpacts::ImpactsAfterEndTime(min_overstep);
}
// NOTE: all static bodies (and kinematic bodies?) should be considered as "frozen", this
// may avoid some resweeps.
let mut intersections_to_check = vec![];
while let Some(toi) = all_toi.pop() {
assert!(toi.toi <= dt);
let rb1: Option<(&RigidBodyCcd, &RigidBodyColliders)> =
toi.b1.map(|b| bodies.index_bundle(b.0));
let rb2: Option<(&RigidBodyCcd, &RigidBodyColliders)> =
toi.b2.map(|b| bodies.index_bundle(b.0));
let mut colliders_to_check = Vec::new();
let should_freeze1 = rb1.is_some()
&& rb1.unwrap().0.ccd_active
&& !frozen.contains_key(&toi.b1.unwrap());
let should_freeze2 = rb2.is_some()
&& rb2.unwrap().0.ccd_active
&& !frozen.contains_key(&toi.b2.unwrap());
if !should_freeze1 && !should_freeze2 {
continue;
}
if toi.is_intersection_test {
// NOTE: this test is redundant with the previous `if !should_freeze && ...`
// but let's keep it to avoid tricky regressions if we end up swapping both
// `if` for some reasons in the future.
if should_freeze1 || should_freeze2 {
// This is only an intersection so we don't have to freeze and there is no
// need to resweep. However we will need to see if we have to generate
// intersection events, so push the TOI for further testing.
intersections_to_check.push(toi);
}
continue;
}
if should_freeze1 {
let _ = frozen.insert(toi.b1.unwrap(), toi.toi);
colliders_to_check.extend_from_slice(&rb1.unwrap().1 .0);
}
if should_freeze2 {
let _ = frozen.insert(toi.b2.unwrap(), toi.toi);
colliders_to_check.extend_from_slice(&rb2.unwrap().1 .0);
}
let start_time = toi.toi;
// NOTE: the 1 and 2 indices (e.g., `ch1`, `ch2`) bellow are unrelated to the
// ones we used above.
for ch1 in &colliders_to_check {
let co_parent1: &ColliderParent = colliders.get(ch1.0).unwrap();
let (co_shape1, co_pos1): (&ColliderShape, &ColliderPosition) =
colliders.index_bundle(ch1.0);
let rb_pos1: &RigidBodyPosition = bodies.index(co_parent1.handle.0);
let co_next_pos1 = rb_pos1.next_position * co_parent1.pos_wrt_parent;
let aabb = co_shape1.compute_swept_aabb(&co_pos1, &co_next_pos1);
self.query_pipeline
.colliders_with_aabb_intersecting_aabb(&aabb, |ch2| {
let co_parent1: Option<&ColliderParent> = colliders.get(ch1.0);
let co_parent2: Option<&ColliderParent> = colliders.get(ch2.0);
let c1: (_, _, _) = colliders.index_bundle(ch1.0);
let c2: (_, _, _) = colliders.index_bundle(ch2.0);
let bh1 = co_parent1.map(|p| p.handle);
let bh2 = co_parent2.map(|p| p.handle);
if bh1 == bh2 {
// Ignore self-intersection.
return true;
}
let frozen1 = bh1.and_then(|h| frozen.get(&h));
let frozen2 = bh2.and_then(|h| frozen.get(&h));
let b1: Option<(_, _, _, &RigidBodyCcd)> =
bh1.map(|h| bodies.index_bundle(h.0));
let b2: Option<(_, _, _, &RigidBodyCcd)> =
bh2.map(|h| bodies.index_bundle(h.0));
if (frozen1.is_some() || !b1.map(|b| b.3.ccd_active).unwrap_or(false))
&& (frozen2.is_some() || !b2.map(|b| b.3.ccd_active).unwrap_or(false))
{
// We already did a resweep.
return true;
}
let smallest_dist = narrow_phase
.contact_pair(*ch1, *ch2)
.and_then(|p| p.find_deepest_contact())
.map(|c| c.1.dist)
.unwrap_or(0.0);
if let Some(toi) = TOIEntry::try_from_colliders(
self.query_pipeline.query_dispatcher(),
*ch1,
*ch2,
(c1.0, c1.1, c1.2, co_parent1),
(c2.0, c2.1, c2.2, co_parent2),
b1,
b2,
frozen1.copied(),
frozen2.copied(),
start_time,
dt,
smallest_dist,
) {
all_toi.push(toi);
}
true
});
}
}
for toi in intersections_to_check {
// See if the intersection is still active once the bodies
// reach their final positions.
// - If the intersection is still active, don't report it yet. It will be
// reported by the narrow-phase at the next timestep/substep.
// - If the intersection isn't active anymore, and it wasn't intersecting
// before, then we need to generate one interaction-start and one interaction-stop
// events because it will never be detected by the narrow-phase because of tunneling.
let (co_pos1, co_shape1): (&ColliderPosition, &ColliderShape) =
colliders.index_bundle(toi.c1.0);
let (co_pos2, co_shape2): (&ColliderPosition, &ColliderShape) =
colliders.index_bundle(toi.c2.0);
let co_next_pos1 = if let Some(b1) = toi.b1 {
let co_parent1: &ColliderParent = colliders.get(toi.c1.0).unwrap();
let (rb_pos1, rb_vels1, rb_mprops1): (
&RigidBodyPosition,
&RigidBodyVelocity,
&RigidBodyMassProps,
) = bodies.index_bundle(b1.0);
let local_com1 = &rb_mprops1.mass_properties.local_com;
let frozen1 = frozen.get(&b1);
let pos1 = frozen1
.map(|t| rb_vels1.integrate(*t, &rb_pos1.position, local_com1))
.unwrap_or(rb_pos1.next_position);
pos1 * co_parent1.pos_wrt_parent
} else {
co_pos1.0
};
let co_next_pos2 = if let Some(b2) = toi.b2 {
let co_parent2: &ColliderParent = colliders.get(toi.c2.0).unwrap();
let (rb_pos2, rb_vels2, rb_mprops2): (
&RigidBodyPosition,
&RigidBodyVelocity,
&RigidBodyMassProps,
) = bodies.index_bundle(b2.0);
let local_com2 = &rb_mprops2.mass_properties.local_com;
let frozen2 = frozen.get(&b2);
let pos2 = frozen2
.map(|t| rb_vels2.integrate(*t, &rb_pos2.position, local_com2))
.unwrap_or(rb_pos2.next_position);
pos2 * co_parent2.pos_wrt_parent
} else {
co_pos2.0
};
let prev_coll_pos12 = co_pos1.inv_mul(&co_pos2);
let next_coll_pos12 = co_next_pos1.inv_mul(&co_next_pos2);
let query_dispatcher = self.query_pipeline.query_dispatcher();
let intersect_before = query_dispatcher
.intersection_test(&prev_coll_pos12, co_shape1.as_ref(), co_shape2.as_ref())
.unwrap_or(false);
let intersect_after = query_dispatcher
.intersection_test(&next_coll_pos12, co_shape1.as_ref(), co_shape2.as_ref())
.unwrap_or(false);
if !intersect_before && !intersect_after {
// Emit one intersection-started and one intersection-stopped event.
events.handle_intersection_event(IntersectionEvent::new(toi.c1, toi.c2, true));
events.handle_intersection_event(IntersectionEvent::new(toi.c1, toi.c2, false));
}
}
PredictedImpacts::Impacts(frozen)
}
}