use crate::dynamics::MassProperties; use crate::geometry::{ Collider, ColliderHandle, ColliderSet, InteractionGraph, RigidBodyGraphIndex, }; use crate::math::{ AngVector, AngularInertia, Isometry, Point, Real, Rotation, Translation, Vector, }; use crate::utils::{self, WCross, WDot}; use num::Zero; #[derive(Copy, Clone, Debug, PartialEq, Eq)] #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// The status of a body, governing the way it is affected by external forces. pub enum BodyStatus { /// A `BodyStatus::Dynamic` body can be affected by all external forces. Dynamic, /// A `BodyStatus::Static` body cannot be affected by external forces. Static, /// A `BodyStatus::Kinematic` body cannot be affected by any external forces but can be controlled /// by the user at the position level while keeping realistic one-way interaction with dynamic bodies. /// /// One-way interaction means that a kinematic body can push a dynamic body, but a kinematic body /// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be /// modified by the user and is independent from any contact or joint it is involved in. Kinematic, // Semikinematic, // A kinematic that performs automatic CCD with the static environment toi avoid traversing it? // Disabled, } bitflags::bitflags! { #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// Flags affecting the behavior of the constraints solver for a given contact manifold. pub(crate) struct RigidBodyFlags: u8 { const TRANSLATION_LOCKED = 1 << 0; const ROTATION_LOCKED_X = 1 << 1; const ROTATION_LOCKED_Y = 1 << 2; const ROTATION_LOCKED_Z = 1 << 3; } } bitflags::bitflags! { #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// Flags affecting the behavior of the constraints solver for a given contact manifold. pub(crate) struct RigidBodyChanges: u32 { const MODIFIED = 1 << 0; const POSITION = 1 << 1; const SLEEP = 1 << 2; const COLLIDERS = 1 << 3; } } #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] /// A rigid body. /// /// To create a new rigid-body, use the `RigidBodyBuilder` structure. #[derive(Debug, Clone)] pub struct RigidBody { /// The world-space position of the rigid-body. pub(crate) position: Isometry, pub(crate) predicted_position: Isometry, /// The local mass properties of the rigid-body. pub(crate) mass_properties: MassProperties, /// The world-space center of mass of the rigid-body. pub world_com: Point, /// The inverse mass taking into account translation locking. pub effective_inv_mass: Real, /// The square-root of the world-space inverse angular inertia tensor of the rigid-body, /// taking into account rotation locking. pub effective_world_inv_inertia_sqrt: AngularInertia, /// The linear velocity of the rigid-body. pub(crate) linvel: Vector, /// The angular velocity of the rigid-body. pub(crate) angvel: AngVector, /// Damping factor for gradually slowing down the translational motion of the rigid-body. pub linear_damping: Real, /// Damping factor for gradually slowing down the angular motion of the rigid-body. pub angular_damping: Real, pub(crate) linacc: Vector, pub(crate) angacc: AngVector, pub(crate) colliders: Vec, pub(crate) gravity_scale: Real, /// Whether or not this rigid-body is sleeping. pub activation: ActivationStatus, pub(crate) joint_graph_index: RigidBodyGraphIndex, pub(crate) active_island_id: usize, pub(crate) active_set_id: usize, pub(crate) active_set_offset: usize, pub(crate) active_set_timestamp: u32, flags: RigidBodyFlags, pub(crate) changes: RigidBodyChanges, /// The status of the body, governing how it is affected by external forces. pub body_status: BodyStatus, /// User-defined data associated to this rigid-body. pub user_data: u128, } impl RigidBody { fn new() -> Self { Self { position: Isometry::identity(), predicted_position: Isometry::identity(), mass_properties: MassProperties::zero(), world_com: Point::origin(), effective_inv_mass: 0.0, effective_world_inv_inertia_sqrt: AngularInertia::zero(), linvel: Vector::zeros(), angvel: na::zero(), linacc: Vector::zeros(), angacc: na::zero(), gravity_scale: 1.0, linear_damping: 0.0, angular_damping: 0.0, colliders: Vec::new(), activation: ActivationStatus::new_active(), joint_graph_index: InteractionGraph::<(), ()>::invalid_graph_index(), active_island_id: 0, active_set_id: 0, active_set_offset: 0, active_set_timestamp: 0, flags: RigidBodyFlags::empty(), changes: RigidBodyChanges::all(), body_status: BodyStatus::Dynamic, user_data: 0, } } pub(crate) fn reset_internal_references(&mut self) { self.colliders = Vec::new(); self.joint_graph_index = InteractionGraph::<(), ()>::invalid_graph_index(); self.active_island_id = 0; self.active_set_id = 0; self.active_set_offset = 0; self.active_set_timestamp = 0; } pub(crate) fn integrate_accelerations(&mut self, dt: Real, gravity: Vector) { if self.effective_inv_mass != 0.0 { self.linvel += (gravity * self.gravity_scale + self.linacc) * dt; self.linacc = na::zero(); } self.angvel += self.angacc * dt; self.angacc = na::zero(); } /// The mass properties of this rigid-body. #[inline] pub fn mass_properties(&self) -> &MassProperties { &self.mass_properties } /// Sets the rigid-body's mass properties. /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. #[inline] pub fn set_mass_properties(&mut self, props: MassProperties, wake_up: bool) { if self.is_dynamic() && wake_up { self.wake_up(true); } self.mass_properties = props; } /// The handles of colliders attached to this rigid body. pub fn colliders(&self) -> &[ColliderHandle] { &self.colliders[..] } /// Is this rigid body dynamic? /// /// A dynamic body can move freely and is affected by forces. pub fn is_dynamic(&self) -> bool { self.body_status == BodyStatus::Dynamic } /// Is this rigid body kinematic? /// /// A kinematic body can move freely but is not affected by forces. pub fn is_kinematic(&self) -> bool { self.body_status == BodyStatus::Kinematic } /// Is this rigid body static? /// /// A static body cannot move and is not affected by forces. pub fn is_static(&self) -> bool { self.body_status == BodyStatus::Static } /// The mass of this rigid body. /// /// Returns zero if this rigid body has an infinite mass. pub fn mass(&self) -> Real { utils::inv(self.mass_properties.inv_mass) } /// The predicted position of this rigid-body. /// /// If this rigid-body is kinematic this value is set by the `set_next_kinematic_position` /// method and is used for estimating the kinematic body velocity at the next timestep. /// For non-kinematic bodies, this value is currently unspecified. pub fn predicted_position(&self) -> &Isometry { &self.predicted_position } /// The scale factor applied to the gravity affecting this rigid-body. pub fn gravity_scale(&self) -> Real { self.gravity_scale } /// Sets the gravity scale facter for this rigid-body. pub fn set_gravity_scale(&mut self, scale: Real, wake_up: bool) { if wake_up && self.activation.sleeping { self.changes.insert(RigidBodyChanges::SLEEP); self.activation.sleeping = false; } self.gravity_scale = scale; } /// Adds a collider to this rigid-body. pub(crate) fn add_collider(&mut self, handle: ColliderHandle, coll: &Collider) { self.changes.set( RigidBodyChanges::MODIFIED | RigidBodyChanges::COLLIDERS, true, ); let mass_properties = coll .mass_properties() .transform_by(coll.position_wrt_parent()); self.colliders.push(handle); self.mass_properties += mass_properties; self.update_world_mass_properties(); } pub(crate) fn update_colliders_positions(&mut self, colliders: &mut ColliderSet) { for handle in &self.colliders { let collider = &mut colliders[*handle]; collider.position = self.position * collider.delta; collider.predicted_position = self.predicted_position * collider.delta; } } /// Removes a collider from this rigid-body. pub(crate) fn remove_collider_internal(&mut self, handle: ColliderHandle, coll: &Collider) { if let Some(i) = self.colliders.iter().position(|e| *e == handle) { self.changes.set(RigidBodyChanges::COLLIDERS, true); self.colliders.swap_remove(i); let mass_properties = coll .mass_properties() .transform_by(coll.position_wrt_parent()); self.mass_properties -= mass_properties; self.update_world_mass_properties(); } } /// Put this rigid body to sleep. /// /// A sleeping body no longer moves and is no longer simulated by the physics engine unless /// it is waken up. It can be woken manually with `self.wake_up` or automatically due to /// external forces like contacts. pub fn sleep(&mut self) { self.activation.energy = 0.0; self.activation.sleeping = true; self.linvel = na::zero(); self.angvel = na::zero(); } /// Wakes up this rigid body if it is sleeping. /// /// If `strong` is `true` then it is assured that the rigid-body will /// remain awake during multiple subsequent timesteps. pub fn wake_up(&mut self, strong: bool) { if self.activation.sleeping { self.changes.insert(RigidBodyChanges::SLEEP); self.activation.sleeping = false; } if (strong || self.activation.energy == 0.0) && self.is_dynamic() { self.activation.energy = self.activation.threshold.abs() * 2.0; } } pub(crate) fn update_energy(&mut self) { let mix_factor = 0.01; let new_energy = (1.0 - mix_factor) * self.activation.energy + mix_factor * (self.linvel.norm_squared() + self.angvel.gdot(self.angvel)); self.activation.energy = new_energy.min(self.activation.threshold.abs() * 4.0); } /// Is this rigid body sleeping? pub fn is_sleeping(&self) -> bool { // TODO: should we: // - return false for static bodies. // - return true for non-sleeping dynamic bodies. // - return true only for kinematic bodies with non-zero velocity? self.activation.sleeping } /// Is the velocity of this body not zero? pub fn is_moving(&self) -> bool { !self.linvel.is_zero() || !self.angvel.is_zero() } fn integrate_velocity(&self, dt: Real) -> Isometry { let com = &self.position * self.mass_properties.local_com; let shift = Translation::from(com.coords); shift * Isometry::new(self.linvel * dt, self.angvel * dt) * shift.inverse() } pub(crate) fn integrate(&mut self, dt: Real) { // TODO: do we want to apply damping before or after the velocity integration? self.linvel *= 1.0 / (1.0 + dt * self.linear_damping); self.angvel *= 1.0 / (1.0 + dt * self.angular_damping); self.position = self.integrate_velocity(dt) * self.position; } /// The linear velocity of this rigid-body. pub fn linvel(&self) -> &Vector { &self.linvel } /// The angular velocity of this rigid-body. #[cfg(feature = "dim2")] pub fn angvel(&self) -> Real { self.angvel } /// The angular velocity of this rigid-body. #[cfg(feature = "dim3")] pub fn angvel(&self) -> &Vector { &self.angvel } /// The linear velocity of this rigid-body. /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. pub fn set_linvel(&mut self, linvel: Vector, wake_up: bool) { self.linvel = linvel; if self.is_dynamic() && wake_up { self.wake_up(true) } } /// The angular velocity of this rigid-body. /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. #[cfg(feature = "dim2")] pub fn set_angvel(&mut self, angvel: Real, wake_up: bool) { self.angvel = angvel; if self.is_dynamic() && wake_up { self.wake_up(true) } } /// The angular velocity of this rigid-body. /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. #[cfg(feature = "dim3")] pub fn set_angvel(&mut self, angvel: Vector, wake_up: bool) { self.angvel = angvel; if self.is_dynamic() && wake_up { self.wake_up(true) } } /// The world-space position of this rigid-body. pub fn position(&self) -> &Isometry { &self.position } /// Sets the position and `next_kinematic_position` of this rigid body. /// /// This will teleport the rigid-body to the specified position/orientation, /// completely ignoring any physics rule. If this body is kinematic, this will /// also set the next kinematic position to the same value, effectively /// resetting to zero the next interpolated velocity of the kinematic body. /// /// If `wake_up` is `true` then the rigid-body will be woken up if it was /// put to sleep because it did not move for a while. pub fn set_position(&mut self, pos: Isometry, wake_up: bool) { self.changes.insert(RigidBodyChanges::POSITION); self.set_position_internal(pos); // TODO: Do we really need to check that the body isn't dynamic? if wake_up && self.is_dynamic() { self.wake_up(true) } } pub(crate) fn set_position_internal(&mut self, pos: Isometry) { self.position = pos; // TODO: update the predicted position for dynamic bodies too? if self.is_static() || self.is_kinematic() { self.predicted_position = pos; } } /// If this rigid body is kinematic, sets its future position after the next timestep integration. pub fn set_next_kinematic_position(&mut self, pos: Isometry) { if self.is_kinematic() { self.predicted_position = pos; } } pub(crate) fn compute_velocity_from_predicted_position(&mut self, inv_dt: Real) { let dpos = self.predicted_position * self.position.inverse(); #[cfg(feature = "dim2")] { self.angvel = dpos.rotation.angle() * inv_dt; } #[cfg(feature = "dim3")] { self.angvel = dpos.rotation.scaled_axis() * inv_dt; } self.linvel = dpos.translation.vector * inv_dt; } pub(crate) fn update_predicted_position(&mut self, dt: Real) { self.predicted_position = self.integrate_velocity(dt) * self.position; } pub(crate) fn update_world_mass_properties(&mut self) { self.world_com = self.mass_properties.world_com(&self.position); self.effective_inv_mass = self.mass_properties.inv_mass; self.effective_world_inv_inertia_sqrt = self .mass_properties .world_inv_inertia_sqrt(&self.position.rotation); // Take into account translation/rotation locking. if self.flags.contains(RigidBodyFlags::TRANSLATION_LOCKED) { self.effective_inv_mass = 0.0; } #[cfg(feature = "dim2")] { if self.flags.contains(RigidBodyFlags::ROTATION_LOCKED_Z) { self.effective_world_inv_inertia_sqrt = 0.0; } } #[cfg(feature = "dim3")] { if self.flags.contains(RigidBodyFlags::ROTATION_LOCKED_X) { self.effective_world_inv_inertia_sqrt.m11 = 0.0; self.effective_world_inv_inertia_sqrt.m12 = 0.0; self.effective_world_inv_inertia_sqrt.m13 = 0.0; } if self.flags.contains(RigidBodyFlags::ROTATION_LOCKED_Y) { self.effective_world_inv_inertia_sqrt.m22 = 0.0; self.effective_world_inv_inertia_sqrt.m12 = 0.0; self.effective_world_inv_inertia_sqrt.m23 = 0.0; } if self.flags.contains(RigidBodyFlags::ROTATION_LOCKED_Z) { self.effective_world_inv_inertia_sqrt.m33 = 0.0; self.effective_world_inv_inertia_sqrt.m13 = 0.0; self.effective_world_inv_inertia_sqrt.m23 = 0.0; } } } /* * Application of forces/impulses. */ /// Applies a force at the center-of-mass of this rigid-body. pub fn apply_force(&mut self, force: Vector, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.linacc += force * self.effective_inv_mass; if wake_up { self.wake_up(true); } } } /// Applies an impulse at the center-of-mass of this rigid-body. pub fn apply_impulse(&mut self, impulse: Vector, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.linvel += impulse * self.effective_inv_mass; if wake_up { self.wake_up(true); } } } /// Applies a torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim2")] pub fn apply_torque(&mut self, torque: Real, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angacc += self.effective_world_inv_inertia_sqrt * (self.effective_world_inv_inertia_sqrt * torque); if wake_up { self.wake_up(true); } } } /// Applies a torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim3")] pub fn apply_torque(&mut self, torque: Vector, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angacc += self.effective_world_inv_inertia_sqrt * (self.effective_world_inv_inertia_sqrt * torque); if wake_up { self.wake_up(true); } } } /// Applies an impulsive torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim2")] pub fn apply_torque_impulse(&mut self, torque_impulse: Real, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angvel += self.effective_world_inv_inertia_sqrt * (self.effective_world_inv_inertia_sqrt * torque_impulse); if wake_up { self.wake_up(true); } } } /// Applies an impulsive torque at the center-of-mass of this rigid-body. #[cfg(feature = "dim3")] pub fn apply_torque_impulse(&mut self, torque_impulse: Vector, wake_up: bool) { if self.body_status == BodyStatus::Dynamic { self.angvel += self.effective_world_inv_inertia_sqrt * (self.effective_world_inv_inertia_sqrt * torque_impulse); if wake_up { self.wake_up(true); } } } /// Applies a force at the given world-space point of this rigid-body. pub fn apply_force_at_point(&mut self, force: Vector, point: Point, wake_up: bool) { let torque = (point - self.world_com).gcross(force); self.apply_force(force, wake_up); self.apply_torque(torque, wake_up); } /// Applies an impulse at the given world-space point of this rigid-body. pub fn apply_impulse_at_point( &mut self, impulse: Vector, point: Point, wake_up: bool, ) { let torque_impulse = (point - self.world_com).gcross(impulse); self.apply_impulse(impulse, wake_up); self.apply_torque_impulse(torque_impulse, wake_up); } /// The velocity of the given world-space point on this rigid-body. pub fn velocity_at_point(&self, point: &Point) -> Vector { let dpt = point - self.world_com; self.linvel + self.angvel.gcross(dpt) } } /// A builder for rigid-bodies. pub struct RigidBodyBuilder { position: Isometry, linvel: Vector, angvel: AngVector, gravity_scale: Real, linear_damping: Real, angular_damping: Real, body_status: BodyStatus, flags: RigidBodyFlags, mass_properties: MassProperties, can_sleep: bool, sleeping: bool, user_data: u128, } impl RigidBodyBuilder { /// Initialize a new builder for a rigid body which is either static, dynamic, or kinematic. pub fn new(body_status: BodyStatus) -> Self { Self { position: Isometry::identity(), linvel: Vector::zeros(), angvel: na::zero(), gravity_scale: 1.0, linear_damping: 0.0, angular_damping: 0.0, body_status, flags: RigidBodyFlags::empty(), mass_properties: MassProperties::zero(), can_sleep: true, sleeping: false, user_data: 0, } } /// Initializes the builder of a new static rigid body. pub fn new_static() -> Self { Self::new(BodyStatus::Static) } /// Initializes the builder of a new kinematic rigid body. pub fn new_kinematic() -> Self { Self::new(BodyStatus::Kinematic) } /// Initializes the builder of a new dynamic rigid body. pub fn new_dynamic() -> Self { Self::new(BodyStatus::Dynamic) } /// Sets the scale applied to the gravity force affecting the rigid-body to be created. pub fn gravity_scale(mut self, x: Real) -> Self { self.gravity_scale = x; self } /// Sets the initial translation of the rigid-body to be created. #[cfg(feature = "dim2")] pub fn translation(mut self, x: Real, y: Real) -> Self { self.position.translation.x = x; self.position.translation.y = y; self } /// Sets the initial translation of the rigid-body to be created. #[cfg(feature = "dim3")] pub fn translation(mut self, x: Real, y: Real, z: Real) -> Self { self.position.translation.x = x; self.position.translation.y = y; self.position.translation.z = z; self } /// Sets the initial orientation of the rigid-body to be created. pub fn rotation(mut self, angle: AngVector) -> Self { self.position.rotation = Rotation::new(angle); self } /// Sets the initial position (translation and orientation) of the rigid-body to be created. pub fn position(mut self, pos: Isometry) -> Self { self.position = pos; self } /// An arbitrary user-defined 128-bit integer associated to the rigid-bodies built by this builder. pub fn user_data(mut self, data: u128) -> Self { self.user_data = data; self } /// Sets the mass properties of the rigid-body being built. /// /// Note that the final mass properties of the rigid-bodies depends /// on the initial mass-properties of the rigid-body (set by this method) /// to which is added the contributions of all the colliders with non-zero density /// attached to this rigid-body. /// /// Therefore, if you want your provided mass properties to be the final /// mass properties of your rigid-body, don't attach colliders to it, or /// only attach colliders with densities equal to zero. pub fn mass_properties(mut self, props: MassProperties) -> Self { self.mass_properties = props; self } /// Prevents this rigid-body from translating because of forces. pub fn lock_translations(mut self) -> Self { self.flags.set(RigidBodyFlags::TRANSLATION_LOCKED, true); self } /// Prevents this rigid-body from rotating because of forces. pub fn lock_rotations(mut self) -> Self { self.flags.set(RigidBodyFlags::ROTATION_LOCKED_X, true); self.flags.set(RigidBodyFlags::ROTATION_LOCKED_Y, true); self.flags.set(RigidBodyFlags::ROTATION_LOCKED_Z, true); self } /// Only allow rotations of this rigid-body around specific coordinate axes. #[cfg(feature = "dim3")] pub fn restrict_rotations( mut self, allow_rotations_x: bool, allow_rotations_y: bool, allow_rotations_z: bool, ) -> Self { self.flags .set(RigidBodyFlags::ROTATION_LOCKED_X, !allow_rotations_x); self.flags .set(RigidBodyFlags::ROTATION_LOCKED_Y, !allow_rotations_y); self.flags .set(RigidBodyFlags::ROTATION_LOCKED_Z, !allow_rotations_z); self } /// Sets the mass of the rigid-body being built. pub fn mass(mut self, mass: Real) -> Self { self.mass_properties.inv_mass = utils::inv(mass); self } /// Sets the angular inertia of this rigid-body. #[cfg(feature = "dim2")] pub fn principal_angular_inertia(mut self, inertia: Real) -> Self { self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia); self } /// Use `self.principal_angular_inertia` instead. #[cfg(feature = "dim2")] #[deprecated(note = "renamed to `principal_angular_inertia`.")] pub fn principal_inertia(self, inertia: Real) -> Self { self.principal_angular_inertia(inertia) } /// Sets the principal angular inertia of this rigid-body. /// /// In order to lock the rotations of this rigid-body (by /// making them kinematic), call `.principal_inertia(Vector3::zeros(), Vector3::repeat(false))`. /// /// If `colliders_contribution_enabled[i]` is `false`, then the principal inertia specified here /// along the `i`-th local axis of the rigid-body, will be the final principal inertia along /// the `i`-th local axis of the rigid-body created by this builder. /// If `colliders_contribution_enabled[i]` is `true`, then the final principal of the rigid-body /// along its `i`-th local axis will depend on the initial principal inertia set by this method /// to which is added the contributions of all the colliders with non-zero density /// attached to this rigid-body. #[cfg(feature = "dim3")] pub fn principal_angular_inertia(mut self, inertia: AngVector) -> Self { self.mass_properties.inv_principal_inertia_sqrt = inertia.map(utils::inv); self } /// Use `self.principal_angular_inertia` instead. #[cfg(feature = "dim3")] #[deprecated(note = "renamed to `principal_angular_inertia`.")] pub fn principal_inertia(self, inertia: AngVector) -> Self { self.principal_angular_inertia(inertia) } /// Sets the damping factor for the linear part of the rigid-body motion. /// /// The higher the linear damping factor is, the more quickly the rigid-body /// will slow-down its translational movement. pub fn linear_damping(mut self, factor: Real) -> Self { self.linear_damping = factor; self } /// Sets the damping factor for the angular part of the rigid-body motion. /// /// The higher the angular damping factor is, the more quickly the rigid-body /// will slow-down its rotational movement. pub fn angular_damping(mut self, factor: Real) -> Self { self.angular_damping = factor; self } /// Sets the initial linear velocity of the rigid-body to be created. #[cfg(feature = "dim2")] pub fn linvel(mut self, x: Real, y: Real) -> Self { self.linvel = Vector::new(x, y); self } /// Sets the initial linear velocity of the rigid-body to be created. #[cfg(feature = "dim3")] pub fn linvel(mut self, x: Real, y: Real, z: Real) -> Self { self.linvel = Vector::new(x, y, z); self } /// Sets the initial angular velocity of the rigid-body to be created. pub fn angvel(mut self, angvel: AngVector) -> Self { self.angvel = angvel; self } /// Sets whether or not the rigid-body to be created can sleep if it reaches a dynamic equilibrium. pub fn can_sleep(mut self, can_sleep: bool) -> Self { self.can_sleep = can_sleep; self } /// Sets whether or not the rigid-body is to be created asleep. pub fn sleeping(mut self, sleeping: bool) -> Self { self.sleeping = sleeping; self } /// Build a new rigid-body with the parameters configured with this builder. pub fn build(&self) -> RigidBody { let mut rb = RigidBody::new(); rb.predicted_position = self.position; // FIXME: compute the correct value? rb.set_position_internal(self.position); rb.linvel = self.linvel; rb.angvel = self.angvel; rb.body_status = self.body_status; rb.user_data = self.user_data; rb.mass_properties = self.mass_properties; rb.linear_damping = self.linear_damping; rb.angular_damping = self.angular_damping; rb.gravity_scale = self.gravity_scale; rb.flags = self.flags; if self.can_sleep && self.sleeping { rb.sleep(); } if !self.can_sleep { rb.activation.threshold = -1.0; } rb } } /// The activation status of a body. /// /// This controls whether a body is sleeping or not. /// If the threshold is negative, the body never sleeps. #[derive(Copy, Clone, Debug)] #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] pub struct ActivationStatus { /// The threshold pseudo-kinetic energy bellow which the body can fall asleep. pub threshold: Real, /// The current pseudo-kinetic energy of the body. pub energy: Real, /// Is this body already sleeping? pub sleeping: bool, } impl ActivationStatus { /// The default amount of energy bellow which a body can be put to sleep by nphysics. pub fn default_threshold() -> Real { 0.01 } /// Create a new activation status initialised with the default activation threshold and is active. pub fn new_active() -> Self { ActivationStatus { threshold: Self::default_threshold(), energy: Self::default_threshold() * 4.0, sleeping: false, } } /// Create a new activation status initialised with the default activation threshold and is inactive. pub fn new_inactive() -> Self { ActivationStatus { threshold: Self::default_threshold(), energy: 0.0, sleeping: true, } } /// Returns `true` if the body is not asleep. #[inline] pub fn is_active(&self) -> bool { self.energy != 0.0 } }