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-rw-r--r--examples2d/one_way_platforms2.rs143
-rw-r--r--examples3d/one_way_platforms3.rs143
-rw-r--r--src/pipeline/physics_hooks.rs (renamed from src/geometry/pair_filter.rs)10
3 files changed, 295 insertions, 1 deletions
diff --git a/examples2d/one_way_platforms2.rs b/examples2d/one_way_platforms2.rs
new file mode 100644
index 0000000..c7f58e8
--- /dev/null
+++ b/examples2d/one_way_platforms2.rs
@@ -0,0 +1,143 @@
+use na::{Point2, Vector2};
+use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier2d::geometry::{ColliderBuilder, ColliderHandle, ColliderSet};
+use rapier2d::pipeline::{ContactModificationContext, PhysicsHooks, PhysicsHooksFlags};
+use rapier_testbed2d::Testbed;
+
+struct OneWayPlatformHook {
+ platform1: ColliderHandle,
+ platform2: ColliderHandle,
+}
+
+impl PhysicsHooks for OneWayPlatformHook {
+ fn active_hooks(&self) -> PhysicsHooksFlags {
+ PhysicsHooksFlags::MODIFY_SOLVER_CONTACTS
+ }
+
+ fn modify_solver_contacts(&self, context: &mut ContactModificationContext) {
+ // The allowed normal for the first platform is its local +y axis, and the
+ // allowed normal for the second platform is its local -y axis.
+ //
+ // Now we have to be careful because the `manifold.local_n1` normal points
+ // toward the outside of the shape of `context.co1`. So we need to flip the
+ // allowed normal direction if the platform is in `context.collider_handle2`.
+ //
+ // Therefore:
+ // - If context.collider_handle1 == self.platform1 then the allowed normal is +y.
+ // - If context.collider_handle2 == self.platform1 then the allowed normal is -y.
+ // - If context.collider_handle1 == self.platform2 then its allowed normal +y needs to be flipped to -y.
+ // - If context.collider_handle2 == self.platform2 then the allowed normal -y needs to be flipped to +y.
+ let mut allowed_local_n1 = Vector2::zeros();
+
+ if context.collider_handle1 == self.platform1 {
+ allowed_local_n1 = Vector2::y();
+ } else if context.collider_handle2 == self.platform1 {
+ // Flip the allowed direction.
+ allowed_local_n1 = -Vector2::y();
+ }
+
+ if context.collider_handle1 == self.platform2 {
+ allowed_local_n1 = -Vector2::y();
+ } else if context.collider_handle2 == self.platform2 {
+ // Flip the allowed direction.
+ allowed_local_n1 = -Vector2::y();
+ }
+
+ // Call the helper function that simulates one-way platforms.
+ context.update_as_oneway_platform(&allowed_local_n1, 0.1);
+
+ // Set the surface velocity of the accepted contacts.
+ let surface_velocity = if context.collider_handle1 == self.platform1
+ || context.collider_handle2 == self.platform2
+ {
+ -12.0
+ } else {
+ 12.0
+ };
+
+ for contact in context.solver_contacts.iter_mut() {
+ contact.surface_velocity.x = surface_velocity;
+ }
+ }
+}
+
+pub fn init_world(testbed: &mut Testbed) {
+ /*
+ * World
+ */
+ let mut bodies = RigidBodySet::new();
+ let mut colliders = ColliderSet::new();
+ let joints = JointSet::new();
+
+ /*
+ * Ground
+ */
+ let rigid_body = RigidBodyBuilder::new_static().build();
+ let handle = bodies.insert(rigid_body);
+
+ let collider = ColliderBuilder::cuboid(25.0, 0.5)
+ .translation(30.0, 2.0)
+ .modify_contacts(true)
+ .build();
+ let platform1 = colliders.insert(collider, handle, &mut bodies);
+ let collider = ColliderBuilder::cuboid(25.0, 0.5)
+ .translation(-30.0, -2.0)
+ .modify_contacts(true)
+ .build();
+ let platform2 = colliders.insert(collider, handle, &mut bodies);
+
+ /*
+ * Setup the one-way platform hook.
+ */
+ let physics_hooks = OneWayPlatformHook {
+ platform1,
+ platform2,
+ };
+
+ /*
+ * Spawn cubes at regular intervals and apply a custom gravity
+ * depending on their position.
+ */
+ testbed.add_callback(move |mut window, mut graphics, physics, _, run_state| {
+ if run_state.timestep_id % 50 == 0 && physics.bodies.len() <= 7 {
+ // Spawn a new cube.
+ let collider = ColliderBuilder::cuboid(1.5, 2.0).build();
+ let body = RigidBodyBuilder::new_dynamic()
+ .translation(20.0, 10.0)
+ .build();
+ let handle = physics.bodies.insert(body);
+ physics
+ .colliders
+ .insert(collider, handle, &mut physics.bodies);
+
+ if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
+ graphics.add(window, handle, &physics.bodies, &physics.colliders);
+ }
+ }
+
+ physics.bodies.foreach_active_dynamic_body_mut(|_, body| {
+ if body.position().translation.y > 1.0 {
+ body.set_gravity_scale(1.0, false);
+ } else if body.position().translation.y < -1.0 {
+ body.set_gravity_scale(-1.0, false);
+ }
+ });
+ });
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world_with_params(
+ bodies,
+ colliders,
+ joints,
+ Vector2::new(0.0, -9.81),
+ physics_hooks,
+ );
+ testbed.look_at(Point2::new(0.0, 0.0), 20.0);
+}
+
+fn main() {
+ let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
+ testbed.run()
+}
diff --git a/examples3d/one_way_platforms3.rs b/examples3d/one_way_platforms3.rs
new file mode 100644
index 0000000..b3182a4
--- /dev/null
+++ b/examples3d/one_way_platforms3.rs
@@ -0,0 +1,143 @@
+use na::{Point3, Vector3};
+use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier3d::geometry::{ColliderBuilder, ColliderHandle, ColliderSet};
+use rapier3d::pipeline::{ContactModificationContext, PhysicsHooks, PhysicsHooksFlags};
+use rapier_testbed3d::Testbed;
+
+struct OneWayPlatformHook {
+ platform1: ColliderHandle,
+ platform2: ColliderHandle,
+}
+
+impl PhysicsHooks for OneWayPlatformHook {
+ fn active_hooks(&self) -> PhysicsHooksFlags {
+ PhysicsHooksFlags::MODIFY_SOLVER_CONTACTS
+ }
+
+ fn modify_solver_contacts(&self, context: &mut ContactModificationContext) {
+ // The allowed normal for the first platform is its local +y axis, and the
+ // allowed normal for the second platform is its local -y axis.
+ //
+ // Now we have to be careful because the `manifold.local_n1` normal points
+ // toward the outside of the shape of `context.co1`. So we need to flip the
+ // allowed normal direction if the platform is in `context.collider_handle2`.
+ //
+ // Therefore:
+ // - If context.collider_handle1 == self.platform1 then the allowed normal is +y.
+ // - If context.collider_handle2 == self.platform1 then the allowed normal is -y.
+ // - If context.collider_handle1 == self.platform2 then its allowed normal +y needs to be flipped to -y.
+ // - If context.collider_handle2 == self.platform2 then the allowed normal -y needs to be flipped to +y.
+ let mut allowed_local_n1 = Vector3::zeros();
+
+ if context.collider_handle1 == self.platform1 {
+ allowed_local_n1 = Vector3::y();
+ } else if context.collider_handle2 == self.platform1 {
+ // Flip the allowed direction.
+ allowed_local_n1 = -Vector3::y();
+ }
+
+ if context.collider_handle1 == self.platform2 {
+ allowed_local_n1 = -Vector3::y();
+ } else if context.collider_handle2 == self.platform2 {
+ // Flip the allowed direction.
+ allowed_local_n1 = -Vector3::y();
+ }
+
+ // Call the helper function that simulates one-way platforms.
+ context.update_as_oneway_platform(&allowed_local_n1, 0.1);
+
+ // Set the surface velocity of the accepted contacts.
+ let surface_velocity = if context.collider_handle1 == self.platform1
+ || context.collider_handle2 == self.platform2
+ {
+ -12.0
+ } else {
+ 12.0
+ };
+
+ for contact in context.solver_contacts.iter_mut() {
+ contact.surface_velocity.z = surface_velocity;
+ }
+ }
+}
+
+pub fn init_world(testbed: &mut Testbed) {
+ /*
+ * World
+ */
+ let mut bodies = RigidBodySet::new();
+ let mut colliders = ColliderSet::new();
+ let joints = JointSet::new();
+
+ /*
+ * Ground
+ */
+ let rigid_body = RigidBodyBuilder::new_static().build();
+ let handle = bodies.insert(rigid_body);
+
+ let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0)
+ .translation(0.0, 2.0, 30.0)
+ .modify_contacts(true)
+ .build();
+ let platform1 = colliders.insert(collider, handle, &mut bodies);
+ let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0)
+ .translation(0.0, -2.0, -30.0)
+ .modify_contacts(true)
+ .build();
+ let platform2 = colliders.insert(collider, handle, &mut bodies);
+
+ /*
+ * Setup the one-way platform hook.
+ */
+ let physics_hooks = OneWayPlatformHook {
+ platform1,
+ platform2,
+ };
+
+ /*
+ * Spawn cubes at regular intervals and apply a custom gravity
+ * depending on their position.
+ */
+ testbed.add_callback(move |mut window, mut graphics, physics, _, run_state| {
+ if run_state.timestep_id % 50 == 0 && physics.bodies.len() <= 7 {
+ // Spawn a new cube.
+ let collider = ColliderBuilder::cuboid(1.0, 2.0, 1.5).build();
+ let body = RigidBodyBuilder::new_dynamic()
+ .translation(0.0, 6.0, 20.0)
+ .build();
+ let handle = physics.bodies.insert(body);
+ physics
+ .colliders
+ .insert(collider, handle, &mut physics.bodies);
+
+ if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
+ graphics.add(window, handle, &physics.bodies, &physics.colliders);
+ }
+ }
+
+ physics.bodies.foreach_active_dynamic_body_mut(|_, body| {
+ if body.position().translation.y > 1.0 {
+ body.set_gravity_scale(1.0, false);
+ } else if body.position().translation.y < -1.0 {
+ body.set_gravity_scale(-1.0, false);
+ }
+ });
+ });
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world_with_params(
+ bodies,
+ colliders,
+ joints,
+ Vector3::new(0.0, -9.81, 0.0),
+ physics_hooks,
+ );
+ testbed.look_at(Point3::new(-100.0, 0.0, 0.0), Point3::origin());
+}
+
+fn main() {
+ let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
+ testbed.run()
+}
diff --git a/src/geometry/pair_filter.rs b/src/pipeline/physics_hooks.rs
index a30145e..12b658f 100644
--- a/src/geometry/pair_filter.rs
+++ b/src/pipeline/physics_hooks.rs
@@ -60,6 +60,9 @@ pub trait PhysicsHooks: Send + Sync {
/// Applies the contact pair filter.
///
+ /// Note that this method will only be called if `self.active_hooks()`
+ /// contains the `PhysicsHooksFlags::FILTER_CONTACT_PAIR` flags.
+ ///
/// User-defined filter for potential contact pairs detected by the broad-phase.
/// This can be used to apply custom logic in order to decide whether two colliders
/// should have their contact computed by the narrow-phase, and if these contact
@@ -82,6 +85,9 @@ pub trait PhysicsHooks: Send + Sync {
/// Applies the intersection pair filter.
///
+ /// Note that this method will only be called if `self.active_hooks()`
+ /// contains the `PhysicsHooksFlags::FILTER_INTERSECTION_PAIR` flags.
+ ///
/// User-defined filter for potential intersection pairs detected by the broad-phase.
///
/// This can be used to apply custom logic in order to decide whether two colliders
@@ -100,6 +106,9 @@ pub trait PhysicsHooks: Send + Sync {
/// Modifies the set of contacts seen by the constraints solver.
///
+ /// Note that this method will only be called if `self.active_hooks()`
+ /// contains the `PhysicsHooksFlags::MODIFY_SOLVER_CONTACTS` flags.
+ ///
/// By default, the content of `solver_contacts` is computed from `manifold.points`.
/// This method will be called on each contact manifold which have the flag `SolverFlags::MODIFY_CONTACTS` set.
/// This method can be used to modify the set of solver contacts seen by the constraints solver: contacts
@@ -121,7 +130,6 @@ pub trait PhysicsHooks: Send + Sync {
}
impl PhysicsHooks for () {
- /// The sets of hooks that must be taken into account.
fn active_hooks(&self) -> PhysicsHooksFlags {
PhysicsHooksFlags::empty()
}