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authorSébastien Crozet <developer@crozet.re>2022-01-16 16:40:59 +0100
committerSébastien Crozet <developer@crozet.re>2022-01-16 16:52:40 +0100
commit0703e5527fd95d86bb6621e61dbcb1a6e7f9329a (patch)
tree806e7d950015875ebfcca5520784aea6e7c5ae10 /src_testbed/objects/node.rs
parent4454a845e98b990abf3929ca46b59d0fca5a18ec (diff)
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Fix some solver issues
- Fix the wrong codepath taken by the solver for contacts involving a collider without parent. - Properly adress the non-linear treatment of the friction direction - Simplify the sleeping strategy - Add an impulse resolution multiplier
Diffstat (limited to 'src_testbed/objects/node.rs')
-rw-r--r--src_testbed/objects/node.rs78
1 files changed, 39 insertions, 39 deletions
diff --git a/src_testbed/objects/node.rs b/src_testbed/objects/node.rs
index 1310415..45a77db 100644
--- a/src_testbed/objects/node.rs
+++ b/src_testbed/objects/node.rs
@@ -10,7 +10,7 @@ use bevy::render::render_resource::PrimitiveTopology;
use rapier::geometry::{ColliderHandle, ColliderSet, Shape, ShapeType};
#[cfg(feature = "dim3")]
use rapier::geometry::{Cone, Cylinder};
-use rapier::math::Isometry;
+use rapier::math::{Isometry, Real};
use crate::graphics::BevyMaterial;
#[cfg(feature = "dim2")]
@@ -26,7 +26,7 @@ pub struct EntityWithGraphics {
pub color: Point3<f32>,
pub base_color: Point3<f32>,
pub collider: Option<ColliderHandle>,
- pub delta: Isometry<f32>,
+ pub delta: Isometry<Real>,
pub opacity: f32,
material: Handle<BevyMaterial>,
}
@@ -39,8 +39,8 @@ impl EntityWithGraphics {
prefab_meshs: &HashMap<ShapeType, Handle<Mesh>>,
shape: &dyn Shape,
collider: Option<ColliderHandle>,
- collider_pos: Isometry<f32>,
- delta: Isometry<f32>,
+ collider_pos: Isometry<Real>,
+ delta: Isometry<Real>,
color: Point3<f32>,
sensor: bool,
) -> Self {
@@ -56,16 +56,16 @@ impl EntityWithGraphics {
let bevy_color = Color::rgba(color.x, color.y, color.z, opacity);
let shape_pos = collider_pos * delta;
let mut transform = Transform::from_scale(scale);
- transform.translation.x = shape_pos.translation.vector.x;
- transform.translation.y = shape_pos.translation.vector.y;
+ transform.translation.x = shape_pos.translation.vector.x as f32;
+ transform.translation.y = shape_pos.translation.vector.y as f32;
#[cfg(feature = "dim3")]
{
- transform.translation.z = shape_pos.translation.vector.z;
+ transform.translation.z = shape_pos.translation.vector.z as f32;
transform.rotation = Quat::from_xyzw(
- shape_pos.rotation.i,
- shape_pos.rotation.j,
- shape_pos.rotation.k,
- shape_pos.rotation.w,
+ shape_pos.rotation.i as f32,
+ shape_pos.rotation.j as f32,
+ shape_pos.rotation.k as f32,
+ shape_pos.rotation.w as f32,
);
}
#[cfg(feature = "dim2")]
@@ -73,7 +73,7 @@ impl EntityWithGraphics {
if sensor {
transform.translation.z = -10.0;
}
- transform.rotation = Quat::from_rotation_z(shape_pos.rotation.angle());
+ transform.rotation = Quat::from_rotation_z(shape_pos.rotation.angle() as f32);
}
#[cfg(feature = "dim2")]
@@ -172,21 +172,21 @@ impl EntityWithGraphics {
if let Some(Some(co)) = self.collider.map(|c| colliders.get(c)) {
if let Ok(mut pos) = components.get_component_mut::<Transform>(self.entity) {
let co_pos = co.position() * self.delta;
- pos.translation.x = co_pos.translation.vector.x;
- pos.translation.y = co_pos.translation.vector.y;
+ pos.translation.x = co_pos.translation.vector.x as f32;
+ pos.translation.y = co_pos.translation.vector.y as f32;
#[cfg(feature = "dim3")]
{
- pos.translation.z = co_pos.translation.vector.z;
+ pos.translation.z = co_pos.translation.vector.z as f32;
pos.rotation = Quat::from_xyzw(
- co_pos.rotation.i,
- co_pos.rotation.j,
- co_pos.rotation.k,
- co_pos.rotation.w,
+ co_pos.rotation.i as f32,
+ co_pos.rotation.j as f32,
+ co_pos.rotation.k as f32,
+ co_pos.rotation.w as f32,
);
}
#[cfg(feature = "dim2")]
{
- pos.rotation = Quat::from_rotation_z(co_pos.rotation.angle());
+ pos.rotation = Quat::from_rotation_z(co_pos.rotation.angle() as f32);
}
}
}
@@ -266,7 +266,7 @@ impl EntityWithGraphics {
}
#[cfg(feature = "dim2")]
-fn bevy_mesh_from_polyline(vertices: Vec<Point2<f32>>) -> Mesh {
+fn bevy_mesh_from_polyline(vertices: Vec<Point2<Real>>) -> Mesh {
let n = vertices.len();
let idx = (1..n as u32 - 1).map(|i| [0, i, i + 1]).collect();
let vtx = vertices
@@ -277,7 +277,7 @@ fn bevy_mesh_from_polyline(vertices: Vec<Point2<f32>>) -> Mesh {
}
#[cfg(feature = "dim2")]
-fn bevy_polyline(buffers: (Vec<Point2<f32>>, Option<Vec<[u32; 2]>>)) -> Mesh {
+fn bevy_polyline(buffers: (Vec<Point2<Real>>, Option<Vec<[u32; 2]>>)) -> Mesh {
let (vtx, idx) = buffers;
// let mut normals: Vec<[f32; 3]> = vec![];
let mut vertices: Vec<[f32; 3]> = vec![];
@@ -287,11 +287,11 @@ fn bevy_polyline(buffers: (Vec<Point2<f32>>, Option<Vec<[u32; 2]>>)) -> Mesh {
let a = vtx[idx[0] as usize];
let b = vtx[idx[1] as usize];
- vertices.push([a.x, a.y, 0.0]);
- vertices.push([b.x, b.y, 0.0]);
+ vertices.push([a.x as f32, a.y as f32, 0.0]);
+ vertices.push([b.x as f32, b.y as f32, 0.0]);
}
} else {
- vertices = vtx.iter().map(|v| [v.x, v.y, 0.0]).collect();
+ vertices = vtx.iter().map(|v| [v.x as f32, v.y as f32, 0.0]).collect();
}
let indices: Vec<_> = (0..vertices.len() as u32).collect();
@@ -310,7 +310,7 @@ fn bevy_polyline(buffers: (Vec<Point2<f32>>, Option<Vec<[u32; 2]>>)) -> Mesh {
mesh
}
-fn bevy_mesh(buffers: (Vec<Point3<f32>>, Vec<[u32; 3]>)) -> Mesh {
+fn bevy_mesh(buffers: (Vec<Point3<Real>>, Vec<[u32; 3]>)) -> Mesh {
let (vtx, idx) = buffers;
let mut normals: Vec<[f32; 3]> = vec![];
let mut vertices: Vec<[f32; 3]> = vec![];
@@ -320,9 +320,9 @@ fn bevy_mesh(buffers: (Vec<Point3<f32>>, Vec<[u32; 3]>)) -> Mesh {
let b = vtx[idx[1] as usize];
let c = vtx[idx[2] as usize];
- vertices.push(a.into());
- vertices.push(b.into());
- vertices.push(c.into());
+ vertices.push(a.cast::<f32>().into());
+ vertices.push(b.cast::<f32>().into());
+ vertices.push(c.cast::<f32>().into());
}
for vtx in vertices.chunks(3) {
@@ -330,9 +330,9 @@ fn bevy_mesh(buffers: (Vec<Point3<f32>>, Vec<[u32; 3]>)) -> Mesh {
let b = Point3::from(vtx[1]);
let c = Point3::from(vtx[2]);
let n = (b - a).cross(&(c - a)).normalize();
- normals.push(n.into());
- normals.push(n.into());
- normals.push(n.into());
+ normals.push(n.cast::<f32>().into());
+ normals.push(n.cast::<f32>().into());
+ normals.push(n.cast::<f32>().into());
}
normals
@@ -358,36 +358,36 @@ fn collider_mesh_scale(co_shape: &dyn Shape) -> Vec3 {
#[cfg(feature = "dim2")]
ShapeType::Cuboid => {
let c = co_shape.as_cuboid().unwrap();
- Vec3::new(c.half_extents.x, c.half_extents.y, 1.0)
+ Vec3::new(c.half_extents.x as f32, c.half_extents.y as f32, 1.0)
}
ShapeType::Ball => {
let b = co_shape.as_ball().unwrap();
- Vec3::new(b.radius, b.radius, b.radius)
+ Vec3::new(b.radius as f32, b.radius as f32, b.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::Cuboid => {
let c = co_shape.as_cuboid().unwrap();
- Vec3::from_slice(c.half_extents.as_slice())
+ Vec3::from_slice(c.half_extents.cast::<f32>().as_slice())
}
#[cfg(feature = "dim3")]
ShapeType::Cylinder => {
let c = co_shape.as_cylinder().unwrap();
- Vec3::new(c.radius, c.half_height, c.radius)
+ Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::RoundCylinder => {
let c = &co_shape.as_round_cylinder().unwrap().base_shape;
- Vec3::new(c.radius, c.half_height, c.radius)
+ Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::Cone => {
let c = co_shape.as_cone().unwrap();
- Vec3::new(c.radius, c.half_height, c.radius)
+ Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
#[cfg(feature = "dim3")]
ShapeType::RoundCone => {
let c = &co_shape.as_round_cone().unwrap().base_shape;
- Vec3::new(c.radius, c.half_height, c.radius)
+ Vec3::new(c.radius as f32, c.half_height as f32, c.radius as f32)
}
_ => Vec3::ONE,
}