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-rw-r--r--src/dynamics/island_manager.rs2
-rw-r--r--src/dynamics/joint/impulse_joint/impulse_joint_set.rs14
-rw-r--r--src/dynamics/joint/multibody_joint/multibody_joint_set.rs25
-rw-r--r--src/geometry/collider_components.rs18
4 files changed, 38 insertions, 21 deletions
diff --git a/src/dynamics/island_manager.rs b/src/dynamics/island_manager.rs
index 246b50e..1295f14 100644
--- a/src/dynamics/island_manager.rs
+++ b/src/dynamics/island_manager.rs
@@ -256,7 +256,7 @@ impl IslandManager {
// in contact or joined with this collider.
push_contacting_bodies(&rb.colliders, colliders, narrow_phase, &mut self.stack);
- for inter in impulse_joints.joints_with(handle) {
+ for inter in impulse_joints.attached_joints(handle) {
let other = crate::utils::select_other((inter.0, inter.1), handle);
self.stack.push(other);
}
diff --git a/src/dynamics/joint/impulse_joint/impulse_joint_set.rs b/src/dynamics/joint/impulse_joint/impulse_joint_set.rs
index 1cd177d..0309cff 100644
--- a/src/dynamics/joint/impulse_joint/impulse_joint_set.rs
+++ b/src/dynamics/joint/impulse_joint/impulse_joint_set.rs
@@ -69,15 +69,23 @@ impl ImpulseJointSet {
&self.joint_graph
}
- /// Iterates through all the impulse_joints attached to the given rigid-body.
- pub fn joints_with<'a>(
+ /// Iterates through all the impulse joints attached to the given rigid-body.
+ pub fn attached_joints<'a>(
&'a self,
body: RigidBodyHandle,
- ) -> impl Iterator<Item = (RigidBodyHandle, RigidBodyHandle, &'a ImpulseJoint)> {
+ ) -> impl Iterator<
+ Item = (
+ RigidBodyHandle,
+ RigidBodyHandle,
+ ImpulseJointHandle,
+ &'a ImpulseJoint,
+ ),
+ > {
self.rb_graph_ids
.get(body.0)
.into_iter()
.flat_map(move |id| self.joint_graph.interactions_with(*id))
+ .map(|inter| (inter.0, inter.1, inter.2.handle, inter.2))
}
/// Is the given joint handle valid?
diff --git a/src/dynamics/joint/multibody_joint/multibody_joint_set.rs b/src/dynamics/joint/multibody_joint/multibody_joint_set.rs
index 06dff5d..50a9438 100644
--- a/src/dynamics/joint/multibody_joint/multibody_joint_set.rs
+++ b/src/dynamics/joint/multibody_joint/multibody_joint_set.rs
@@ -252,14 +252,8 @@ impl MultibodyJointSet {
.connectivity_graph
.interactions_with(link_to_remove.graph_id)
{
- // There is an multibody_joint that we need to remove between these two bodies.
- // If this is an outbound edge, then the multibody_joint’s handle is equal to the
- // second body handle.
- if rb1 == rb_to_remove {
- articulations_to_remove.push(MultibodyJointHandle(rb2.0));
- } else {
- articulations_to_remove.push(MultibodyJointHandle(rb1.0));
- }
+ // There is a multibody_joint handle is equal to the second rigid-body’s handle.
+ articulations_to_remove.push(MultibodyJointHandle(rb2.0));
islands.wake_up(bodies, rb1, true);
islands.wake_up(bodies, rb2, true);
@@ -338,6 +332,21 @@ impl MultibodyJointSet {
))
}
+ /// Iterates through all the joints attached to the given rigid-body.
+ pub fn attached_joints(
+ &self,
+ rb: RigidBodyHandle,
+ ) -> impl Iterator<Item = (RigidBodyHandle, RigidBodyHandle, MultibodyJointHandle)> + '_ {
+ self.rb2mb
+ .get(rb.0)
+ .into_iter()
+ .flat_map(move |link| self.connectivity_graph.interactions_with(link.graph_id))
+ .map(|inter| {
+ // NOTE: the joint handle is always equal to the handle of the second rigid-body.
+ (inter.0, inter.1, MultibodyJointHandle(inter.1 .0))
+ })
+ }
+
/// Iterate through the handles of all the rigid-bodies attached to this rigid-body
/// by an multibody_joint.
pub fn attached_bodies<'a>(
diff --git a/src/geometry/collider_components.rs b/src/geometry/collider_components.rs
index 5f27823..22f75e7 100644
--- a/src/geometry/collider_components.rs
+++ b/src/geometry/collider_components.rs
@@ -286,19 +286,19 @@ bitflags::bitflags! {
const DYNAMIC_KINEMATIC = 0b0000_0000_0000_1100;
/// Enable collision-detection between a collider attached to a dynamic body
/// and another collider attached to a fixed body (or not attached to any body).
- const DYNAMIC_STATIC = 0b0000_0000_0000_0010;
+ const DYNAMIC_FIXED = 0b0000_0000_0000_0010;
/// Enable collision-detection between a collider attached to a kinematic body
/// and another collider attached to a kinematic body.
const KINEMATIC_KINEMATIC = 0b1100_1100_0000_0000;
/// Enable collision-detection between a collider attached to a kinematic body
/// and another collider attached to a fixed body (or not attached to any body).
- const KINEMATIC_STATIC = 0b0010_0010_0000_0000;
+ const KINEMATIC_FIXED = 0b0010_0010_0000_0000;
/// Enable collision-detection between a collider attached to a fixed body (or
/// not attached to any body) and another collider attached to a fixed body (or
/// not attached to any body).
- const STATIC_STATIC = 0b0000_0000_0010_0000;
+ const FIXED_FIXED = 0b0000_0000_0010_0000;
}
}
@@ -308,20 +308,20 @@ impl ActiveCollisionTypes {
// NOTE: This test is quite complicated so here is an explanation.
// First, we associate the following bit masks:
// - DYNAMIC = 0001
- // - STATIC = 0010
+ // - FIXED = 0010
// - KINEMATIC = 1100
// These are equal to the bits indexed by `RigidBodyType as u32`.
// The bit masks defined by ActiveCollisionTypes are defined is such a way
// that the first part of the variant name (e.g. DYNAMIC_*) indicates which
// groups of four bits should be considered:
// - DYNAMIC_* = the first group of four bits.
- // - STATIC_* = the second group of four bits.
+ // - FIXED_* = the second group of four bits.
// - KINEMATIC_* = the third and fourth groups of four bits.
// The second part of the variant name (e.g. *_DYNAMIC) indicates the value
// of the aforementioned groups of four bits.
- // For example, DYNAMIC_STATIC means that the first group of four bits (because
- // of DYNAMIC_*) must have the value 0010 (because of *_STATIC). That gives
- // us 0b0000_0000_0000_0010 for the DYNAMIC_STATIC_VARIANT.
+ // For example, DYNAMIC_FIXED means that the first group of four bits (because
+ // of DYNAMIC_*) must have the value 0010 (because of *_FIXED). That gives
+ // us 0b0000_0000_0000_0010 for the DYNAMIC_FIXED_VARIANT.
//
// The KINEMATIC_* is special because it occupies two groups of four bits. This is
// because it combines both KinematicPositionBased and KinematicVelocityBased.
@@ -347,7 +347,7 @@ impl Default for ActiveCollisionTypes {
fn default() -> Self {
ActiveCollisionTypes::DYNAMIC_DYNAMIC
| ActiveCollisionTypes::DYNAMIC_KINEMATIC
- | ActiveCollisionTypes::DYNAMIC_STATIC
+ | ActiveCollisionTypes::DYNAMIC_FIXED
}
}