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authorCrozet Sébastien <developer@crozet.re>2020-10-31 14:42:14 +0100
committerCrozet Sébastien <developer@crozet.re>2020-11-19 13:55:19 +0100
commit154bc70037d42ef15d9a6c3288b8006027c2cb94 (patch)
tree7eb8e456c592054e85831dfb2d3194abea639d33 /src
parentc26c3af50803e964c86df52a0c29bc74362aea71 (diff)
downloadrapier-154bc70037d42ef15d9a6c3288b8006027c2cb94.tar.gz
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Remove the Salva integration code from rapier + add a plugin system to the testbed.
Diffstat (limited to 'src')
-rw-r--r--src/geometry/shape.rs2
-rw-r--r--src/lib.rs4
-rw-r--r--src/pipeline/fluids_pipeline.rs293
-rw-r--r--src/pipeline/mod.rs4
4 files changed, 2 insertions, 301 deletions
diff --git a/src/geometry/shape.rs b/src/geometry/shape.rs
index ec43bf7..5c96f68 100644
--- a/src/geometry/shape.rs
+++ b/src/geometry/shape.rs
@@ -64,6 +64,8 @@ pub trait Shape: RayCast<f32> + PointQuery<f32> + DowncastSync {
None
}
+ // TODO: add a compute_local_aabb method?
+
/// Computes the AABB of this shape.
fn compute_aabb(&self, position: &Isometry<f32>) -> AABB<f32>;
diff --git a/src/lib.rs b/src/lib.rs
index 9d2860a..deb9313 100644
--- a/src/lib.rs
+++ b/src/lib.rs
@@ -16,10 +16,6 @@ pub extern crate nalgebra as na;
pub extern crate ncollide2d as ncollide;
#[cfg(feature = "dim3")]
pub extern crate ncollide3d as ncollide;
-#[cfg(feature = "dim2")]
-pub extern crate salva2d as salva;
-#[cfg(feature = "dim3")]
-pub extern crate salva3d as salva;
#[cfg(feature = "serde")]
#[macro_use]
extern crate serde;
diff --git a/src/pipeline/fluids_pipeline.rs b/src/pipeline/fluids_pipeline.rs
deleted file mode 100644
index 8d1a8d5..0000000
--- a/src/pipeline/fluids_pipeline.rs
+++ /dev/null
@@ -1,293 +0,0 @@
-use crate::approx::AbsDiffEq;
-use crate::dynamics::RigidBodySet;
-use crate::geometry::{ColliderHandle, ColliderSet};
-use crate::math::{Point, Vector};
-use crate::salva::solver::DFSPHSolver;
-use crate::salva::LiquidWorld;
-use na::{RealField, Unit};
-use ncollide::bounding_volume::BoundingVolume;
-use ncollide::query::PointQuery;
-use ncollide::shape::FeatureId;
-use salva::coupling::CouplingManager;
-use salva::geometry::{HGrid, HGridEntry};
-use salva::object::{BoundaryHandle, BoundarySet, Fluid};
-use salva::TimestepManager;
-use std::collections::HashMap;
-use std::sync::RwLock;
-
-/// Pipeline for particle-based fluid simulation.
-pub struct FluidsPipeline {
- liquid_world: LiquidWorld,
- coupling: ColliderCouplingSet,
-}
-
-impl FluidsPipeline {
- /// Initialize a new pipeline for fluids simulation.
- ///
- /// # Parameters
- ///
- /// - `particle_radius`: the radius of every particle for the fluid simulation.
- /// - `smoothing_factor`: the smoothing factor used to compute the SPH kernel radius.
- /// The kernel radius will be computed as `particle_radius * smoothing_factor * 2.0.
- pub fn new(particle_radius: f32, smoothing_factor: f32) -> Self {
- let dfsph: DFSPHSolver = DFSPHSolver::new();
-
- Self {
- liquid_world: LiquidWorld::new(dfsph, particle_radius, smoothing_factor),
- coupling: ColliderCouplingSet::new(),
- }
- }
-
- /// Advances the fluid simulation by `dt` milliseconds.
- ///
- /// All the fluid particles will be affected by an acceleration equal to `gravity`.
- /// This `step` function may apply forces to some rigid-bodies that interact with fluids.
- /// However, it will not integrate these forces. Use the `PhysicsPipeline` for this integration.
- pub fn step(
- &mut self,
- gravity: &Vector<f32>,
- dt: f32,
- colliders: &ColliderSet,
- bodies: &mut RigidBodySet,
- ) {
- self.liquid_world.step_with_coupling(
- dt,
- gravity,
- &mut self.coupling.as_manager_mut(colliders, bodies),
- )
- }
-}
-
-/// The way a collider is coupled to a boundary object.
-pub enum ParticleSampling {
- /// The collider shape is approximated with the given sample points in local-space.
- ///
- /// It is recommended that those points are separated by a distance smaller or equal to twice
- /// the particle radius used to initialize the LiquidWorld.
- StaticSampling(Vec<Point<f32>>),
- /// The collider shape is approximated by a dynamic set of points automatically computed based on contacts with fluid particles.
- DynamicContactSampling,
-}
-
-struct ColliderCouplingEntry {
- coupling_method: ParticleSampling,
- boundary: BoundaryHandle,
- features: Vec<FeatureId>,
-}
-
-/// Structure managing all the coupling between colliders from rapier with boundaries and fluids from salva.
-pub struct ColliderCouplingSet {
- entries: HashMap<ColliderHandle, ColliderCouplingEntry>,
-}
-
-impl ColliderCouplingSet {
- /// Create a new collider coupling manager.
- pub fn new() -> Self {
- Self {
- entries: HashMap::new(),
- }
- }
-
- /// Register a coupling between a boundary and a collider.
- /// There can be only up to one coupling between a collider and a boundary object. If a coupling
- /// already exists for this collider when calling this function, the handle of the previously coupled
- /// boundary is returned.
- pub fn register_coupling(
- &mut self,
- boundary: BoundaryHandle,
- collider: ColliderHandle,
- coupling_method: ParticleSampling,
- ) -> Option<BoundaryHandle> {
- let old = self.entries.insert(
- collider,
- ColliderCouplingEntry {
- coupling_method,
- boundary,
- features: Vec::new(),
- },
- );
-
- old.map(|e| e.boundary)
- }
-
- /// Unregister a coupling between a boundary and a collider.
- /// Note that this does not remove the boundary itself from the liquid world.
- /// Returns the handle of the boundary this collider was coupled with.
- pub fn unregister_coupling(&mut self, collider: ColliderHandle) -> Option<BoundaryHandle> {
- let deleted = self.entries.remove(&collider);
- deleted.map(|e| e.boundary)
- }
-
- /// Use this collider coupling set as a coupling manager.
- pub fn as_manager_mut<'a>(
- &'a mut self,
- colliders: &'a ColliderSet,
- bodies: &'a mut RigidBodySet,
- ) -> ColliderCouplingManager {
- ColliderCouplingManager {
- coupling: self,
- colliders,
- bodies,
- }
- }
-}
-
-/// A manager for coupling colliders from rapier2d/rapier3D with the boundary
-/// objects from salva.
-pub struct ColliderCouplingManager<'a> {
- coupling: &'a mut ColliderCouplingSet,
- colliders: &'a ColliderSet,
- bodies: &'a mut RigidBodySet,
-}
-
-impl<'a> CouplingManager for ColliderCouplingManager<'a> {
- fn update_boundaries(
- &mut self,
- timestep: &TimestepManager,
- h: f32,
- particle_radius: f32,
- hgrid: &HGrid<HGridEntry>,
- fluids: &mut [Fluid],
- boundaries: &mut BoundarySet,
- ) {
- for (collider, coupling) in &mut self.coupling.entries {
- if let (Some(collider), Some(boundary)) = (
- self.colliders.get(*collider),
- boundaries.get_mut(coupling.boundary),
- ) {
- // Update the boundary's ability to receive forces.
- let body = self.bodies.get(collider.parent());
- if let Some(body) = body {
- if !body.is_dynamic() {
- boundary.forces = None;
- } else {
- boundary.forces = Some(RwLock::new(Vec::new()));
- boundary.clear_forces(true);
- }
- }
-
- // Update positions and velocities.
- boundary.positions.clear();
- boundary.velocities.clear();
- boundary.volumes.clear();
- coupling.features.clear();
-
- match &coupling.coupling_method {
- ParticleSampling::StaticSampling(points) => {
- for pt in points {
- boundary.positions.push(collider.position() * pt);
- // FIXME: how do we get the point-velocity of deformable bodies correctly?
- let velocity = body.map(|b| b.velocity_at_point(pt));
-
- boundary
- .velocities
- .push(velocity.unwrap_or(Vector::zeros()));
- }
-
- boundary.volumes.resize(points.len(), na::zero::<f32>());
- }
- ParticleSampling::DynamicContactSampling => {
- let prediction = h * na::convert::<_, f32>(0.5);
- let margin = particle_radius * na::convert::<_, f32>(0.1);
- let collider_pos = collider.position();
- let aabb = collider
- .shape()
- .compute_aabb(&collider_pos)
- .loosened(h + prediction);
-
- for particle in hgrid
- .cells_intersecting_aabb(&aabb.mins, &aabb.maxs)
- .flat_map(|e| e.1)
- {
- match particle {
- HGridEntry::FluidParticle(fluid_id, particle_id) => {
- let fluid = &mut fluids[*fluid_id];
- let particle_pos = fluid.positions[*particle_id]
- + fluid.velocities[*particle_id] * timestep.dt();
-
- if aabb.contains_local_point(&particle_pos) {
- let (proj, feature) =
- collider.shape().project_point_with_feature(
- &collider_pos,
- &particle_pos,
- );
-
- let dpt = particle_pos - proj.point;
-
- if let Some((normal, depth)) =
- Unit::try_new_and_get(dpt, f32::default_epsilon())
- {
- if proj.is_inside {
- fluid.positions[*particle_id] -=
- *normal * (depth + margin);
-
- let vel_err =
- normal.dot(&fluid.velocities[*particle_id]);
-
- if vel_err > na::zero::<f32>() {
- fluid.velocities[*particle_id] -=
- *normal * vel_err;
- }
- } else if depth > h + prediction {
- continue;
- }
- }
-
- let velocity =
- body.map(|b| b.velocity_at_point(&proj.point));
-
- boundary
- .velocities
- .push(velocity.unwrap_or(Vector::zeros()));
- boundary.positions.push(proj.point);
- boundary.volumes.push(na::zero::<f32>());
- coupling.features.push(feature);
- }
- }
- HGridEntry::BoundaryParticle(..) => {
- // Not yet implemented.
- }
- }
- }
- }
- }
-
- boundary.clear_forces(true);
- }
- }
- }
-
- fn transmit_forces(&mut self, boundaries: &BoundarySet) {
- for (collider, coupling) in &self.coupling.entries {
- if let (Some(collider), Some(boundary)) = (
- self.colliders.get(*collider),
- boundaries.get(coupling.boundary),
- ) {
- if boundary.positions.is_empty() {
- continue;
- }
-
- if let Some(forces) = &boundary.forces {
- let forces = forces.read().unwrap();
- if let Some(mut body) = self.bodies.get_mut(collider.parent) {
- for (pos, force) in boundary.positions.iter().zip(forces.iter().cloned()) {
- // FIXME: how do we deal with large density ratio?
- // Is it only an issue with PBF?
- // The following commented code was an attempt to limit the force applied
- // to the bodies in order to avoid large forces.
- //
- // let ratio = na::convert::<_, f32>(3.0)
- // * body.part(body_part.1).unwrap().inertia().mass();
- //
- // if ratio < na::convert::<_, f32>(1.0) {
- // force *= ratio;
- // }
-
- body.apply_force_at_point(force, *pos)
- }
- }
- }
- }
- }
- }
-}
diff --git a/src/pipeline/mod.rs b/src/pipeline/mod.rs
index 6212acb..287de9d 100644
--- a/src/pipeline/mod.rs
+++ b/src/pipeline/mod.rs
@@ -2,14 +2,10 @@
pub use collision_pipeline::CollisionPipeline;
pub use event_handler::{ChannelEventCollector, EventHandler};
-#[cfg(feature = "fluids")]
-pub use fluids_pipeline::FluidsPipeline;
pub use physics_pipeline::PhysicsPipeline;
pub use query_pipeline::QueryPipeline;
mod collision_pipeline;
mod event_handler;
-#[cfg(feature = "fluids")]
-mod fluids_pipeline;
mod physics_pipeline;
mod query_pipeline;