Files
rapier/src/geometry/collider.rs
2020-12-29 11:31:00 +01:00

542 lines
20 KiB
Rust

use crate::buckler::shape::HalfSpace;
use crate::dynamics::{MassProperties, RigidBodyHandle, RigidBodySet};
use crate::geometry::InteractionGroups;
use crate::math::{AngVector, Isometry, Point, Rotation, Vector};
use buckler::bounding_volume::AABB;
use buckler::shape::{
Ball, Capsule, Cuboid, HeightField, Segment, Shape, ShapeType, TriMesh, Triangle,
};
#[cfg(feature = "dim3")]
use buckler::shape::{Cone, Cylinder, RoundCylinder};
use na::Point3;
use std::ops::Deref;
use std::sync::Arc;
// TODO: move this to its own file.
/// The shape of a collider.
#[derive(Clone)]
pub struct ColliderShape(pub Arc<dyn Shape>);
impl Deref for ColliderShape {
type Target = dyn Shape;
fn deref(&self) -> &dyn Shape {
&*self.0
}
}
impl ColliderShape {
/// Initialize a ball shape defined by its radius.
pub fn ball(radius: f32) -> Self {
ColliderShape(Arc::new(Ball::new(radius)))
}
/// Initialize a cylindrical shape defined by its half-height
/// (along along the y axis) and its radius.
#[cfg(feature = "dim3")]
pub fn cylinder(half_height: f32, radius: f32) -> Self {
ColliderShape(Arc::new(Cylinder::new(half_height, radius)))
}
/// Initialize a rounded cylindrical shape defined by its half-height
/// (along along the y axis), its radius, and its roundedness (the
/// radius of the sphere used for dilating the cylinder).
#[cfg(feature = "dim3")]
pub fn round_cylinder(half_height: f32, radius: f32, border_radius: f32) -> Self {
ColliderShape(Arc::new(RoundCylinder::new(
half_height,
radius,
border_radius,
)))
}
/// Initialize a cone shape defined by its half-height
/// (along along the y axis) and its basis radius.
#[cfg(feature = "dim3")]
pub fn cone(half_height: f32, radius: f32) -> Self {
ColliderShape(Arc::new(Cone::new(half_height, radius)))
}
/// Initialize a cuboid shape defined by its half-extents.
pub fn cuboid(half_extents: Vector<f32>) -> Self {
ColliderShape(Arc::new(Cuboid::new(half_extents)))
}
/// Initialize a capsule shape from its endpoints and radius.
pub fn capsule(a: Point<f32>, b: Point<f32>, radius: f32) -> Self {
ColliderShape(Arc::new(Capsule::new(a, b, radius)))
}
/// Initialize a segment shape from its endpoints.
pub fn segment(a: Point<f32>, b: Point<f32>) -> Self {
ColliderShape(Arc::new(Segment::new(a, b)))
}
/// Initializes a triangle shape.
pub fn triangle(a: Point<f32>, b: Point<f32>, c: Point<f32>) -> Self {
ColliderShape(Arc::new(Triangle::new(a, b, c)))
}
/// Initializes a triangle mesh shape defined by its vertex and index buffers.
pub fn trimesh(vertices: Vec<Point<f32>>, indices: Vec<Point3<u32>>) -> Self {
ColliderShape(Arc::new(TriMesh::new(vertices, indices)))
}
/// Initializes an heightfield shape defined by its set of height and a scale
/// factor along each coordinate axis.
#[cfg(feature = "dim2")]
pub fn heightfield(heights: na::DVector<f32>, scale: Vector<f32>) -> Self {
ColliderShape(Arc::new(HeightField::new(heights, scale)))
}
/// Initializes an heightfield shape on the x-z plane defined by its set of height and a scale
/// factor along each coordinate axis.
#[cfg(feature = "dim3")]
pub fn heightfield(heights: na::DMatrix<f32>, scale: Vector<f32>) -> Self {
ColliderShape(Arc::new(HeightField::new(heights, scale)))
}
}
#[cfg(feature = "serde-serialize")]
impl serde::Serialize for ColliderShape {
fn serialize<S>(&self, serializer: S) -> Result<S::Ok, S::Error>
where
S: serde::Serializer,
{
use crate::serde::ser::SerializeStruct;
if let Some(ser) = self.0.as_serialize() {
let typ = self.0.shape_type();
let mut state = serializer.serialize_struct("ColliderShape", 2)?;
state.serialize_field("tag", &(typ as i32))?;
state.serialize_field("inner", ser)?;
state.end()
} else {
Err(serde::ser::Error::custom(
"Found a non-serializable custom shape.",
))
}
}
}
#[cfg(feature = "serde-serialize")]
impl<'de> serde::Deserialize<'de> for ColliderShape {
fn deserialize<D>(deserializer: D) -> Result<Self, D::Error>
where
D: serde::Deserializer<'de>,
{
struct Visitor {};
impl<'de> serde::de::Visitor<'de> for Visitor {
type Value = ColliderShape;
fn expecting(&self, formatter: &mut std::fmt::Formatter) -> std::fmt::Result {
write!(formatter, "one shape type tag and the inner shape data")
}
fn visit_seq<A>(self, mut seq: A) -> Result<Self::Value, A::Error>
where
A: serde::de::SeqAccess<'de>,
{
use num::cast::FromPrimitive;
let tag: i32 = seq
.next_element()?
.ok_or_else(|| serde::de::Error::invalid_length(0, &self))?;
fn deser<'de, A, S: Shape + serde::Deserialize<'de>>(
seq: &mut A,
) -> Result<Arc<dyn Shape>, A::Error>
where
A: serde::de::SeqAccess<'de>,
{
let shape: S = seq.next_element()?.ok_or_else(|| {
serde::de::Error::custom("Failed to deserialize builtin shape.")
})?;
Ok(Arc::new(shape) as Arc<dyn Shape>)
}
let shape = match ShapeType::from_i32(tag) {
Some(ShapeType::Ball) => deser::<A, Ball>(&mut seq)?,
Some(ShapeType::Polygon) => {
unimplemented!()
// let shape: Polygon = seq
// .next_element()?
// .ok_or_else(|| serde::de::Error::invalid_length(0, &self))?;
// Arc::new(shape) as Arc<dyn Shape>
}
Some(ShapeType::Cuboid) => deser::<A, Cuboid>(&mut seq)?,
Some(ShapeType::Capsule) => deser::<A, Capsule>(&mut seq)?,
Some(ShapeType::Triangle) => deser::<A, Triangle>(&mut seq)?,
Some(ShapeType::Segment) => deser::<A, Segment>(&mut seq)?,
Some(ShapeType::TriMesh) => deser::<A, TriMesh>(&mut seq)?,
Some(ShapeType::HeightField) => deser::<A, HeightField>(&mut seq)?,
Some(ShapeType::HalfSpace) => deser::<A, HalfSpace>(&mut seq)?,
#[cfg(feature = "dim3")]
Some(ShapeType::Cylinder) => deser::<A, Cylinder>(&mut seq)?,
#[cfg(feature = "dim3")]
Some(ShapeType::Cone) => deser::<A, Cone>(&mut seq)?,
#[cfg(feature = "dim3")]
Some(ShapeType::RoundCylinder) => deser::<A, RoundCylinder>(&mut seq)?,
None => {
return Err(serde::de::Error::custom(
"found invalid shape type to deserialize",
))
}
};
Ok(ColliderShape(shape))
}
}
deserializer.deserialize_struct("ColliderShape", &["tag", "inner"], Visitor {})
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone)]
/// A geometric entity that can be attached to a body so it can be affected by contacts and proximity queries.
///
/// To build a new collider, use the `ColliderBuilder` structure.
pub struct Collider {
shape: ColliderShape,
density: f32,
is_sensor: bool,
pub(crate) parent: RigidBodyHandle,
pub(crate) delta: Isometry<f32>,
pub(crate) position: Isometry<f32>,
pub(crate) predicted_position: Isometry<f32>,
/// The friction coefficient of this collider.
pub friction: f32,
/// The restitution coefficient of this collider.
pub restitution: f32,
pub(crate) collision_groups: InteractionGroups,
pub(crate) solver_groups: InteractionGroups,
pub(crate) proxy_index: usize,
/// User-defined data associated to this rigid-body.
pub user_data: u128,
}
impl Collider {
pub(crate) fn reset_internal_references(&mut self) {
self.parent = RigidBodySet::invalid_handle();
self.proxy_index = crate::INVALID_USIZE;
}
/// The rigid body this collider is attached to.
pub fn parent(&self) -> RigidBodyHandle {
self.parent
}
/// Is this collider a sensor?
pub fn is_sensor(&self) -> bool {
self.is_sensor
}
#[doc(hidden)]
pub fn set_position_debug(&mut self, position: Isometry<f32>) {
self.position = position;
}
/// The position of this collider expressed in the local-space of the rigid-body it is attached to.
#[deprecated(note = "use `.position_wrt_parent()` instead.")]
pub fn delta(&self) -> &Isometry<f32> {
&self.delta
}
/// The world-space position of this collider.
pub fn position(&self) -> &Isometry<f32> {
&self.position
}
/// The position of this collider wrt the body it is attached to.
pub fn position_wrt_parent(&self) -> &Isometry<f32> {
&self.delta
}
/// The collision groups used by this collider.
pub fn collision_groups(&self) -> InteractionGroups {
self.collision_groups
}
/// The solver groups used by this collider.
pub fn solver_groups(&self) -> InteractionGroups {
self.solver_groups
}
/// The density of this collider.
pub fn density(&self) -> f32 {
self.density
}
/// The geometric shape of this collider.
pub fn shape(&self) -> &dyn Shape {
&*self.shape.0
}
/// Compute the axis-aligned bounding box of this collider.
pub fn compute_aabb(&self) -> AABB {
self.shape.compute_aabb(&self.position)
}
// pub(crate) fn compute_aabb_with_prediction(&self) -> AABB {
// let aabb1 = self.shape.compute_aabb(&self.position);
// let aabb2 = self.shape.compute_aabb(&self.predicted_position);
// aabb1.merged(&aabb2)
// }
/// Compute the local-space mass properties of this collider.
pub fn mass_properties(&self) -> MassProperties {
self.shape.mass_properties(self.density)
}
}
/// A structure responsible for building a new collider.
#[derive(Clone)]
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
pub struct ColliderBuilder {
/// The shape of the collider to be built.
pub shape: ColliderShape,
/// The density of the collider to be built.
density: Option<f32>,
/// The friction coefficient of the collider to be built.
pub friction: f32,
/// The restitution coefficient of the collider to be built.
pub restitution: f32,
/// The position of this collider relative to the local frame of the rigid-body it is attached to.
pub delta: Isometry<f32>,
/// Is this collider a sensor?
pub is_sensor: bool,
/// The user-data of the collider being built.
pub user_data: u128,
/// The collision groups for the collider being built.
pub collision_groups: InteractionGroups,
/// The solver groups for the collider being built.
pub solver_groups: InteractionGroups,
}
impl ColliderBuilder {
/// Initialize a new collider builder with the given shape.
pub fn new(shape: ColliderShape) -> Self {
Self {
shape,
density: None,
friction: Self::default_friction(),
restitution: 0.0,
delta: Isometry::identity(),
is_sensor: false,
user_data: 0,
collision_groups: InteractionGroups::all(),
solver_groups: InteractionGroups::all(),
}
}
/// The density of the collider being built.
pub fn get_density(&self) -> f32 {
let default_density = if self.is_sensor { 0.0 } else { 1.0 };
self.density.unwrap_or(default_density)
}
/// Initialize a new collider builder with a ball shape defined by its radius.
pub fn ball(radius: f32) -> Self {
Self::new(ColliderShape::ball(radius))
}
/// Initialize a new collider builder with a cylindrical shape defined by its half-height
/// (along along the y axis) and its radius.
#[cfg(feature = "dim3")]
pub fn cylinder(half_height: f32, radius: f32) -> Self {
Self::new(ColliderShape::cylinder(half_height, radius))
}
/// Initialize a new collider builder with a rounded cylindrical shape defined by its half-height
/// (along along the y axis), its radius, and its roundedness (the
/// radius of the sphere used for dilating the cylinder).
#[cfg(feature = "dim3")]
pub fn round_cylinder(half_height: f32, radius: f32, border_radius: f32) -> Self {
Self::new(ColliderShape::round_cylinder(
half_height,
radius,
border_radius,
))
}
/// Initialize a new collider builder with a cone shape defined by its half-height
/// (along along the y axis) and its basis radius.
#[cfg(feature = "dim3")]
pub fn cone(half_height: f32, radius: f32) -> Self {
Self::new(ColliderShape::cone(half_height, radius))
}
/// Initialize a new collider builder with a cuboid shape defined by its half-extents.
#[cfg(feature = "dim2")]
pub fn cuboid(hx: f32, hy: f32) -> Self {
Self::new(ColliderShape::cuboid(Vector::new(hx, hy)))
}
/// Initialize a new collider builder with a capsule shape aligned with the `x` axis.
pub fn capsule_x(half_height: f32, radius: f32) -> Self {
let p = Point::from(Vector::x() * half_height);
Self::new(ColliderShape::capsule(-p, p, radius))
}
/// Initialize a new collider builder with a capsule shape aligned with the `y` axis.
pub fn capsule_y(half_height: f32, radius: f32) -> Self {
let p = Point::from(Vector::y() * half_height);
Self::new(ColliderShape::capsule(-p, p, radius))
}
/// Initialize a new collider builder with a capsule shape aligned with the `z` axis.
#[cfg(feature = "dim3")]
pub fn capsule_z(half_height: f32, radius: f32) -> Self {
let p = Point::from(Vector::z() * half_height);
Self::new(ColliderShape::capsule(-p, p, radius))
}
/// Initialize a new collider builder with a cuboid shape defined by its half-extents.
#[cfg(feature = "dim3")]
pub fn cuboid(hx: f32, hy: f32, hz: f32) -> Self {
Self::new(ColliderShape::cuboid(Vector::new(hx, hy, hz)))
}
/// Initializes a collider builder with a segment shape.
pub fn segment(a: Point<f32>, b: Point<f32>) -> Self {
Self::new(ColliderShape::segment(a, b))
}
/// Initializes a collider builder with a triangle shape.
pub fn triangle(a: Point<f32>, b: Point<f32>, c: Point<f32>) -> Self {
Self::new(ColliderShape::triangle(a, b, c))
}
/// Initializes a collider builder with a triangle mesh shape defined by its vertex and index buffers.
pub fn trimesh(vertices: Vec<Point<f32>>, indices: Vec<Point3<u32>>) -> Self {
Self::new(ColliderShape::trimesh(vertices, indices))
}
/// Initializes a collider builder with a heightfield shape defined by its set of height and a scale
/// factor along each coordinate axis.
#[cfg(feature = "dim2")]
pub fn heightfield(heights: na::DVector<f32>, scale: Vector<f32>) -> Self {
Self::new(ColliderShape::heightfield(heights, scale))
}
/// Initializes a collider builder with a heightfield shape defined by its set of height and a scale
/// factor along each coordinate axis.
#[cfg(feature = "dim3")]
pub fn heightfield(heights: na::DMatrix<f32>, scale: Vector<f32>) -> Self {
Self::new(ColliderShape::heightfield(heights, scale))
}
/// The default friction coefficient used by the collider builder.
pub fn default_friction() -> f32 {
0.5
}
/// Sets an arbitrary user-defined 128-bit integer associated to the colliders built by this builder.
pub fn user_data(mut self, data: u128) -> Self {
self.user_data = data;
self
}
/// Sets the collision groups used by this collider.
///
/// Two colliders will interact iff. their collision groups are compatible.
/// See [InteractionGroups::test] for details.
pub fn collision_groups(mut self, groups: InteractionGroups) -> Self {
self.collision_groups = groups;
self
}
/// Sets the solver groups used by this collider.
///
/// Forces between two colliders in contact will be computed iff their solver groups are
/// compatible. See [InteractionGroups::test] for details.
pub fn solver_groups(mut self, groups: InteractionGroups) -> Self {
self.solver_groups = groups;
self
}
/// Sets whether or not the collider built by this builder is a sensor.
pub fn sensor(mut self, is_sensor: bool) -> Self {
self.is_sensor = is_sensor;
self
}
/// Sets the friction coefficient of the collider this builder will build.
pub fn friction(mut self, friction: f32) -> Self {
self.friction = friction;
self
}
/// Sets the restitution coefficient of the collider this builder will build.
pub fn restitution(mut self, restitution: f32) -> Self {
self.restitution = restitution;
self
}
/// Sets the density of the collider this builder will build.
pub fn density(mut self, density: f32) -> Self {
self.density = Some(density);
self
}
/// Sets the initial translation of the collider to be created,
/// relative to the rigid-body it is attached to.
#[cfg(feature = "dim2")]
pub fn translation(mut self, x: f32, y: f32) -> Self {
self.delta.translation.x = x;
self.delta.translation.y = y;
self
}
/// Sets the initial translation of the collider to be created,
/// relative to the rigid-body it is attached to.
#[cfg(feature = "dim3")]
pub fn translation(mut self, x: f32, y: f32, z: f32) -> Self {
self.delta.translation.x = x;
self.delta.translation.y = y;
self.delta.translation.z = z;
self
}
/// Sets the initial orientation of the collider to be created,
/// relative to the rigid-body it is attached to.
pub fn rotation(mut self, angle: AngVector<f32>) -> Self {
self.delta.rotation = Rotation::new(angle);
self
}
/// Sets the initial position (translation and orientation) of the collider to be created,
/// relative to the rigid-body it is attached to.
pub fn position(mut self, pos: Isometry<f32>) -> Self {
self.delta = pos;
self
}
/// Set the position of this collider in the local-space of the rigid-body it is attached to.
#[deprecated(note = "Use `.position` instead.")]
pub fn delta(mut self, delta: Isometry<f32>) -> Self {
self.delta = delta;
self
}
/// Builds a new collider attached to the given rigid-body.
pub fn build(&self) -> Collider {
let density = self.get_density();
Collider {
shape: self.shape.clone(),
density,
friction: self.friction,
restitution: self.restitution,
delta: self.delta,
is_sensor: self.is_sensor,
parent: RigidBodySet::invalid_handle(),
position: Isometry::identity(),
predicted_position: Isometry::identity(),
proxy_index: crate::INVALID_USIZE,
collision_groups: self.collision_groups,
solver_groups: self.solver_groups,
user_data: self.user_data,
}
}
}