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authorSébastien Crozet <developer@crozet.re>2020-09-08 21:18:17 +0200
committerCrozet Sébastien <developer@crozet.re>2020-09-28 15:27:25 +0200
commit3c85a6ac41397cf95199933c6a93909bc070a844 (patch)
treee7ec95a2a75b8e82a3cea0ab40d60b8381f3bc24 /src/geometry/collider.rs
parent99f28ba4b4a14254b4160a191cbeb15211cdd2d2 (diff)
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Start implementing ray-casting.
This adds a QueryPipeline structure responsible for scene queries. Currently this structure is able to perform a brute-force ray-cast. This commit also includes the beginning of implementation of a SIMD-based acceleration structure which will be used for these scene queries in the future.
Diffstat (limited to 'src/geometry/collider.rs')
-rw-r--r--src/geometry/collider.rs49
1 files changed, 48 insertions, 1 deletions
diff --git a/src/geometry/collider.rs b/src/geometry/collider.rs
index 2d55857..183446b 100644
--- a/src/geometry/collider.rs
+++ b/src/geometry/collider.rs
@@ -1,11 +1,12 @@
use crate::dynamics::{MassProperties, RigidBodyHandle, RigidBodySet};
use crate::geometry::{
Ball, Capsule, ColliderGraphIndex, Contact, Cuboid, HeightField, InteractionGraph, Polygon,
- Proximity, Triangle, Trimesh,
+ Proximity, Ray, RayIntersection, Triangle, Trimesh,
};
use crate::math::{AngVector, Isometry, Point, Rotation, Vector};
use na::Point3;
use ncollide::bounding_volume::{HasBoundingVolume, AABB};
+use ncollide::query::RayCast;
use num::Zero;
#[derive(Clone)]
@@ -97,6 +98,46 @@ impl Shape {
Shape::HeightField(heightfield) => heightfield.bounding_volume(position),
}
}
+
+ /// Computes the first intersection point between a ray in this collider.
+ ///
+ /// Some shapes are not supported yet and will always return `None`.
+ ///
+ /// # Parameters
+ /// - `position`: the position of this shape.
+ /// - `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 `f32::MAX` for an unbounded ray.
+ pub fn cast_ray(
+ &self,
+ position: &Isometry<f32>,
+ ray: &Ray,
+ max_toi: f32,
+ ) -> Option<RayIntersection> {
+ match self {
+ Shape::Ball(ball) => ball.toi_and_normal_with_ray(position, ray, max_toi, true),
+ Shape::Polygon(_poly) => None,
+ Shape::Capsule(caps) => {
+ let pos = position * caps.transform_wrt_y();
+ let caps = ncollide::shape::Capsule::new(caps.half_height(), caps.radius);
+ caps.toi_and_normal_with_ray(&pos, ray, max_toi, true)
+ }
+ Shape::Cuboid(cuboid) => cuboid.toi_and_normal_with_ray(position, ray, max_toi, true),
+ #[cfg(feature = "dim2")]
+ Shape::Triangle(triangle) => {
+ // This is not implemented yet in 2D.
+ None
+ }
+ #[cfg(feature = "dim3")]
+ Shape::Triangle(triangle) => {
+ triangle.toi_and_normal_with_ray(position, ray, max_toi, true)
+ }
+ Shape::Trimesh(_trimesh) => None,
+ Shape::HeightField(heightfield) => {
+ heightfield.toi_and_normal_with_ray(position, ray, max_toi, true)
+ }
+ }
+ }
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
@@ -353,6 +394,12 @@ impl ColliderBuilder {
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);