use crate::dynamics::RigidBodyHandle; use crate::geometry::{ Aabb, Collider, ColliderHandle, InteractionGroups, PointProjection, Qbvh, Ray, RayIntersection, }; use crate::math::{Isometry, Point, Real, Vector}; use crate::{dynamics::RigidBodySet, geometry::ColliderSet}; use parry::partitioning::{QbvhDataGenerator, QbvhUpdateWorkspace}; use parry::query::details::{ IntersectionCompositeShapeShapeBestFirstVisitor, NonlinearTOICompositeShapeShapeBestFirstVisitor, PointCompositeShapeProjBestFirstVisitor, PointCompositeShapeProjWithFeatureBestFirstVisitor, RayCompositeShapeToiAndNormalBestFirstVisitor, RayCompositeShapeToiBestFirstVisitor, TOICompositeShapeShapeBestFirstVisitor, }; use parry::query::visitors::{ BoundingVolumeIntersectionsVisitor, PointIntersectionsVisitor, RayIntersectionsVisitor, }; use parry::query::{DefaultQueryDispatcher, NonlinearRigidMotion, QueryDispatcher, TOI}; use parry::shape::{FeatureId, Shape, TypedSimdCompositeShape}; use parry::utils::DefaultStorage; use std::sync::Arc; /// A pipeline for performing queries on all the colliders of a scene. #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))] #[derive(Clone)] pub struct QueryPipeline { #[cfg_attr( feature = "serde-serialize", serde(skip, default = "crate::geometry::default_query_dispatcher") )] query_dispatcher: Arc, qbvh: Qbvh, dilation_factor: Real, #[cfg_attr(feature = "serde-serialize", serde(skip))] workspace: QbvhUpdateWorkspace, } struct QueryPipelineAsCompositeShape<'a> { query_pipeline: &'a QueryPipeline, bodies: &'a RigidBodySet, colliders: &'a ColliderSet, filter: QueryFilter<'a>, } bitflags::bitflags! { #[derive(Default)] /// Flags for excluding whole sets of colliders from a scene query. pub struct QueryFilterFlags: u32 { /// Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached. const EXCLUDE_FIXED = 1 << 1; /// Exclude from the query any collider attached to a dynamic rigid-body. const EXCLUDE_KINEMATIC = 1 << 2; /// Exclude from the query any collider attached to a kinematic rigid-body. const EXCLUDE_DYNAMIC = 1 << 3; /// Exclude from the query any collider that is a sensor. const EXCLUDE_SENSORS = 1 << 4; /// Exclude from the query any collider that is not a sensor. const EXCLUDE_SOLIDS = 1 << 5; /// Excludes all colliders not attached to a dynamic rigid-body. const ONLY_DYNAMIC = Self::EXCLUDE_FIXED.bits | Self::EXCLUDE_KINEMATIC.bits; /// Excludes all colliders not attached to a kinematic rigid-body. const ONLY_KINEMATIC = Self::EXCLUDE_DYNAMIC.bits | Self::EXCLUDE_FIXED.bits; /// Exclude all colliders attached to a non-fixed rigid-body /// (this will not exclude colliders not attached to any rigid-body). const ONLY_FIXED = Self::EXCLUDE_DYNAMIC.bits | Self::EXCLUDE_KINEMATIC.bits; } } impl QueryFilterFlags { /// Tests if the given collider should be taken into account by a scene query, based /// on the flags on `self`. #[inline] pub fn test(&self, bodies: &RigidBodySet, collider: &Collider) -> bool { if self.is_empty() { // No filter. return true; } if (self.contains(QueryFilterFlags::EXCLUDE_SENSORS) && collider.is_sensor()) || (self.contains(QueryFilterFlags::EXCLUDE_SOLIDS) && !collider.is_sensor()) { return false; } if self.contains(QueryFilterFlags::EXCLUDE_FIXED) && collider.parent.is_none() { return false; } if let Some(parent) = collider.parent.and_then(|p| bodies.get(p.handle)) { let parent_type = parent.body_type(); if (self.contains(QueryFilterFlags::EXCLUDE_FIXED) && parent_type.is_fixed()) || (self.contains(QueryFilterFlags::EXCLUDE_KINEMATIC) && parent_type.is_kinematic()) || (self.contains(QueryFilterFlags::EXCLUDE_DYNAMIC) && parent_type.is_dynamic()) { return false; } } true } } /// A filter tha describes what collider should be included or excluded from a scene query. #[derive(Copy, Clone, Default)] pub struct QueryFilter<'a> { /// Flags indicating what particular type of colliders should be excluded from the scene query. pub flags: QueryFilterFlags, /// If set, only colliders with collision groups compatible with this one will /// be included in the scene query. pub groups: Option, /// If set, this collider will be excluded from the scene query. pub exclude_collider: Option, /// If set, any collider attached to this rigid-body will be excluded from the scene query. pub exclude_rigid_body: Option, /// If set, any collider for which this closure returns false will be excluded from the scene query. pub predicate: Option<&'a dyn Fn(ColliderHandle, &Collider) -> bool>, } impl<'a> QueryFilter<'a> { /// Applies the filters described by `self` to a collider to determine if it has to be /// included in a scene query (`true`) or not (`false`). #[inline] pub fn test(&self, bodies: &RigidBodySet, handle: ColliderHandle, collider: &Collider) -> bool { self.exclude_collider != Some(handle) && (self.exclude_rigid_body.is_none() // NOTE: deal with the `None` case separately otherwise the next test is incorrect if the collider’s parent is `None` too. || self.exclude_rigid_body != collider.parent.map(|p| p.handle)) && self .groups .map(|grps| collider.flags.collision_groups.test(grps)) .unwrap_or(true) && self.flags.test(bodies, collider) && self.predicate.map(|f| f(handle, collider)).unwrap_or(true) } } impl<'a> From for QueryFilter<'a> { fn from(flags: QueryFilterFlags) -> Self { Self { flags, ..QueryFilter::default() } } } impl<'a> From for QueryFilter<'a> { fn from(groups: InteractionGroups) -> Self { Self { groups: Some(groups), ..QueryFilter::default() } } } impl<'a> QueryFilter<'a> { /// A query filter that doesn’t exclude any collider. pub fn new() -> Self { Self::default() } /// Exclude from the query any collider attached to a fixed rigid-body and colliders with no rigid-body attached. pub fn exclude_fixed() -> Self { QueryFilterFlags::EXCLUDE_FIXED.into() } /// Exclude from the query any collider attached to a dynamic rigid-body. pub fn exclude_kinematic() -> Self { QueryFilterFlags::EXCLUDE_KINEMATIC.into() } /// Exclude from the query any collider attached to a kinematic rigid-body. pub fn exclude_dynamic() -> Self { QueryFilterFlags::EXCLUDE_DYNAMIC.into() } /// Excludes all colliders not attached to a dynamic rigid-body. pub fn only_dynamic() -> Self { QueryFilterFlags::ONLY_DYNAMIC.into() } /// Excludes all colliders not attached to a kinematic rigid-body. pub fn only_kinematic() -> Self { QueryFilterFlags::ONLY_KINEMATIC.into() } /// Exclude all colliders attached to a non-fixed rigid-body /// (this will not exclude colliders not attached to any rigid-body). pub fn only_fixed() -> Self { QueryFilterFlags::ONLY_FIXED.into() } /// Exclude from the query any collider that is a sensor. pub fn exclude_sensors(mut self) -> Self { self.flags |= QueryFilterFlags::EXCLUDE_SENSORS; self } /// Exclude from the query any collider that is not a sensor. pub fn exclude_solids(mut self) -> Self { self.flags |= QueryFilterFlags::EXCLUDE_SOLIDS; self } /// Only colliders with collision groups compatible with this one will /// be included in the scene query. pub fn groups(mut self, groups: InteractionGroups) -> Self { self.groups = Some(groups); self } /// Set the collider that will be excluded from the scene query. pub fn exclude_collider(mut self, collider: ColliderHandle) -> Self { self.exclude_collider = Some(collider); self } /// Set the rigid-body that will be excluded from the scene query. pub fn exclude_rigid_body(mut self, rigid_body: RigidBodyHandle) -> Self { self.exclude_rigid_body = Some(rigid_body); self } /// Set the predicate to apply a custom collider filtering during the scene query. pub fn predicate(mut self, predicate: &'a impl Fn(ColliderHandle, &Collider) -> bool) -> Self { self.predicate = Some(predicate); self } } /// Indicates how the colliders position should be taken into account when /// updating the query pipeline. pub enum QueryPipelineMode { /// The `Collider::position` is taken into account. CurrentPosition, /// The `RigidBody::next_position * Collider::position_wrt_parent` is taken into account for /// the colliders positions. SweepTestWithNextPosition, /// The `RigidBody::predict_position_using_velocity_and_forces * Collider::position_wrt_parent` /// is taken into account for the colliders position. SweepTestWithPredictedPosition { /// The time used to integrate the rigid-body's velocity and acceleration. dt: Real, }, } impl<'a> TypedSimdCompositeShape for QueryPipelineAsCompositeShape<'a> { type PartShape = dyn Shape; type PartId = ColliderHandle; type QbvhStorage = DefaultStorage; fn map_typed_part_at( &self, shape_id: Self::PartId, mut f: impl FnMut(Option<&Isometry>, &Self::PartShape), ) { if let Some(co) = self.colliders.get(shape_id) { if self.filter.test(self.bodies, shape_id, co) { f(Some(&co.pos), &*co.shape) } } } fn map_untyped_part_at( &self, shape_id: Self::PartId, f: impl FnMut(Option<&Isometry>, &Self::PartShape), ) { self.map_typed_part_at(shape_id, f); } fn typed_qbvh(&self) -> &Qbvh { &self.query_pipeline.qbvh } } impl Default for QueryPipeline { fn default() -> Self { Self::new() } } impl QueryPipeline { /// Initializes an empty query pipeline. pub fn new() -> Self { Self::with_query_dispatcher(DefaultQueryDispatcher) } fn as_composite_shape<'a>( &'a self, bodies: &'a RigidBodySet, colliders: &'a ColliderSet, filter: QueryFilter<'a>, ) -> QueryPipelineAsCompositeShape<'a> { QueryPipelineAsCompositeShape { query_pipeline: self, bodies, colliders, filter, } } /// Initializes an empty query pipeline with a custom `QueryDispatcher`. /// /// Use this constructor in order to use a custom `QueryDispatcher` that is /// aware of your own user-defined shapes. pub fn with_query_dispatcher(d: D) -> Self where D: 'static + QueryDispatcher, { Self { query_dispatcher: Arc::new(d), qbvh: Qbvh::new(), dilation_factor: 0.01, workspace: QbvhUpdateWorkspace::default(), } } /// The query dispatcher used by this query pipeline for running scene queries. pub fn query_dispatcher(&self) -> &dyn QueryDispatcher { &*self.query_dispatcher } /// Update the query pipeline incrementally, avoiding a complete rebuild of its /// internal data-structure. pub fn update_incremental( &mut self, colliders: &ColliderSet, modified_colliders: &[ColliderHandle], removed_colliders: &[ColliderHandle], refit_and_rebalance: bool, ) { // We remove first. This is needed to avoid the ABA problem: if a collider was removed // and another added right after with the same handle index, we can remove first, and // then update the new one (but only if its actually exists, to address the case where // a collider was added/modified and then removed during the same frame). for removed in removed_colliders { self.qbvh.remove(*removed); } for modified in modified_colliders { // Check that the collider still exists as it may have been removed. if colliders.contains(*modified) { self.qbvh.pre_update_or_insert(*modified); } } if refit_and_rebalance { let _ = self.qbvh.refit(0.0, &mut self.workspace, |handle| { colliders[*handle].compute_aabb() }); self.qbvh.rebalance(0.0, &mut self.workspace); } } /// Update the acceleration structure on the query pipeline. pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) { self.update_with_mode(bodies, colliders, QueryPipelineMode::CurrentPosition) } /// Update the acceleration structure on the query pipeline. pub fn update_with_mode( &mut self, bodies: &RigidBodySet, colliders: &ColliderSet, mode: QueryPipelineMode, ) { struct DataGenerator<'a> { bodies: &'a RigidBodySet, colliders: &'a ColliderSet, mode: QueryPipelineMode, } impl<'a> QbvhDataGenerator for DataGenerator<'a> { fn size_hint(&self) -> usize { self.colliders.len() } #[inline(always)] fn for_each(&mut self, mut f: impl FnMut(ColliderHandle, Aabb)) { match self.mode { QueryPipelineMode::CurrentPosition => { for (h, co) in self.colliders.iter_enabled() { f(h, co.shape.compute_aabb(&co.pos)) } } QueryPipelineMode::SweepTestWithNextPosition => { for (h, co) in self.colliders.iter_enabled() { if let Some(co_parent) = co.parent { let rb_next_pos = &self.bodies[co_parent.handle].pos.next_position; let next_position = rb_next_pos * co_parent.pos_wrt_parent; f(h, co.shape.compute_swept_aabb(&co.pos, &next_position)) } else { f(h, co.shape.compute_aabb(&co.pos)) } } } QueryPipelineMode::SweepTestWithPredictedPosition { dt } => { for (h, co) in self.colliders.iter_enabled() { if let Some(co_parent) = co.parent { let rb = &self.bodies[co_parent.handle]; let predicted_pos = rb.pos.integrate_forces_and_velocities( dt, &rb.forces, &rb.vels, &rb.mprops, ); let next_position = predicted_pos * co_parent.pos_wrt_parent; f(h, co.shape.compute_swept_aabb(&co.pos, &next_position)) } else { f(h, co.shape.compute_aabb(&co.pos)) } } } } } } let generator = DataGenerator { bodies, colliders, mode, }; self.qbvh.clear_and_rebuild(generator, self.dilation_factor); } /// Find the closest intersection between a ray and a set of collider. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `ray`: the ray to cast. /// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively /// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray. /// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if /// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary /// even if its starts inside of it. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn cast_ray( &self, bodies: &RigidBodySet, colliders: &ColliderSet, ray: &Ray, max_toi: Real, solid: bool, filter: QueryFilter, ) -> Option<(ColliderHandle, Real)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = RayCompositeShapeToiBestFirstVisitor::new(&pipeline_shape, ray, max_toi, solid); self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1) } /// Find the closest intersection between a ray and a set of collider. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `ray`: the ray to cast. /// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively /// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray. /// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if /// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary /// even if its starts inside of it. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn cast_ray_and_get_normal( &self, bodies: &RigidBodySet, colliders: &ColliderSet, ray: &Ray, max_toi: Real, solid: bool, filter: QueryFilter, ) -> Option<(ColliderHandle, RayIntersection)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = RayCompositeShapeToiAndNormalBestFirstVisitor::new( &pipeline_shape, ray, max_toi, solid, ); self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1) } /// Find the all intersections between a ray and a set of collider and passes them to a callback. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `ray`: the ray to cast. /// * `max_toi`: the maximum time-of-impact that can be reported by this cast. This effectively /// limits the length of the ray to `ray.dir.norm() * max_toi`. Use `Real::MAX` for an unbounded ray. /// * `solid`: if this is `true` an impact at time 0.0 (i.e. at the ray origin) is returned if /// it starts inside of a shape. If this `false` then the ray will hit the shape's boundary /// even if its starts inside of it. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. /// * `callback`: function executed on each collider for which a ray intersection has been found. /// There is no guarantees on the order the results will be yielded. If this callback returns `false`, /// this method will exit early, ignore any further raycast. pub fn intersections_with_ray<'a>( &self, bodies: &'a RigidBodySet, colliders: &'a ColliderSet, ray: &Ray, max_toi: Real, solid: bool, filter: QueryFilter, mut callback: impl FnMut(ColliderHandle, RayIntersection) -> bool, ) { let mut leaf_callback = &mut |handle: &ColliderHandle| { if let Some(co) = colliders.get(*handle) { if filter.test(bodies, *handle, co) { if let Some(hit) = co .shape .cast_ray_and_get_normal(&co.pos, ray, max_toi, solid) { return callback(*handle, hit); } } } true }; let mut visitor = RayIntersectionsVisitor::new(ray, max_toi, &mut leaf_callback); self.qbvh.traverse_depth_first(&mut visitor); } /// Gets the handle of up to one collider intersecting the given shape. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `shape_pos` - The position of the shape used for the intersection test. /// * `shape` - The shape used for the intersection test. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn intersection_with_shape( &self, bodies: &RigidBodySet, colliders: &ColliderSet, shape_pos: &Isometry, shape: &dyn Shape, filter: QueryFilter, ) -> Option { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = IntersectionCompositeShapeShapeBestFirstVisitor::new( &*self.query_dispatcher, shape_pos, &pipeline_shape, shape, ); self.qbvh .traverse_best_first(&mut visitor) .map(|h| (h.1 .0)) } /// Find the projection of a point on the closest collider. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `point` - The point to project. /// * `solid` - If this is set to `true` then the collider shapes are considered to /// be plain (if the point is located inside of a plain shape, its projection is the point /// itself). If it is set to `false` the collider shapes are considered to be hollow /// (if the point is located inside of an hollow shape, it is projected on the shape's /// boundary). /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn project_point( &self, bodies: &RigidBodySet, colliders: &ColliderSet, point: &Point, solid: bool, filter: QueryFilter, ) -> Option<(ColliderHandle, PointProjection)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = PointCompositeShapeProjBestFirstVisitor::new(&pipeline_shape, point, solid); self.qbvh .traverse_best_first(&mut visitor) .map(|h| (h.1 .1, h.1 .0)) } /// Find all the colliders containing the given point. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `point` - The point used for the containment test. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. /// * `callback` - A function called with each collider with a shape /// containing the `point`. pub fn intersections_with_point( &self, bodies: &RigidBodySet, colliders: &ColliderSet, point: &Point, filter: QueryFilter, mut callback: impl FnMut(ColliderHandle) -> bool, ) { let mut leaf_callback = &mut |handle: &ColliderHandle| { if let Some(co) = colliders.get(*handle) { if filter.test(bodies, *handle, co) && co.shape.contains_point(&co.pos, point) { return callback(*handle); } } true }; let mut visitor = PointIntersectionsVisitor::new(point, &mut leaf_callback); self.qbvh.traverse_depth_first(&mut visitor); } /// Find the projection of a point on the closest collider. /// /// The results include the ID of the feature hit by the point. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `point` - The point to project. /// * `solid` - If this is set to `true` then the collider shapes are considered to /// be plain (if the point is located inside of a plain shape, its projection is the point /// itself). If it is set to `false` the collider shapes are considered to be hollow /// (if the point is located inside of an hollow shape, it is projected on the shape's /// boundary). /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn project_point_and_get_feature( &self, bodies: &RigidBodySet, colliders: &ColliderSet, point: &Point, filter: QueryFilter, ) -> Option<(ColliderHandle, PointProjection, FeatureId)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = PointCompositeShapeProjWithFeatureBestFirstVisitor::new(&pipeline_shape, point, false); self.qbvh .traverse_best_first(&mut visitor) .map(|h| (h.1 .1 .0, h.1 .0, h.1 .1 .1)) } /// Finds all handles of all the colliders with an Aabb intersecting the given Aabb. pub fn colliders_with_aabb_intersecting_aabb( &self, aabb: &Aabb, mut callback: impl FnMut(&ColliderHandle) -> bool, ) { let mut visitor = BoundingVolumeIntersectionsVisitor::new(aabb, &mut callback); self.qbvh.traverse_depth_first(&mut visitor); } /// Casts a shape at a constant linear velocity and retrieve the first collider it hits. /// /// This is similar to ray-casting except that we are casting a whole shape instead of just a /// point (the ray origin). In the resulting `TOI`, witness and normal 1 refer to the world /// collider, and are in world space. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `shape_pos` - The initial position of the shape to cast. /// * `shape_vel` - The constant velocity of the shape to cast (i.e. the cast direction). /// * `shape` - The shape to cast. /// * `max_toi` - The maximum time-of-impact that can be reported by this cast. This effectively /// limits the distance traveled by the shape to `shapeVel.norm() * maxToi`. /// * `stop_at_penetration` - If set to `false`, the linear shape-cast won’t immediately stop if /// the shape is penetrating another shape at its starting point **and** its trajectory is such /// that it’s on a path to exist that penetration state. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn cast_shape<'a>( &self, bodies: &RigidBodySet, colliders: &'a ColliderSet, shape_pos: &Isometry, shape_vel: &Vector, shape: &dyn Shape, max_toi: Real, stop_at_penetration: bool, filter: QueryFilter, ) -> Option<(ColliderHandle, TOI)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let mut visitor = TOICompositeShapeShapeBestFirstVisitor::new( &*self.query_dispatcher, shape_pos, shape_vel, &pipeline_shape, shape, max_toi, stop_at_penetration, ); self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1) } /// Casts a shape with an arbitrary continuous motion and retrieve the first collider it hits. /// /// In the resulting `TOI`, witness and normal 1 refer to the world collider, and are in world /// space. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `shape_motion` - The motion of the shape. /// * `shape` - The shape to cast. /// * `start_time` - The starting time of the interval where the motion takes place. /// * `end_time` - The end time of the interval where the motion takes place. /// * `stop_at_penetration` - If the casted shape starts in a penetration state with any /// collider, two results are possible. If `stop_at_penetration` is `true` then, the /// result will have a `toi` equal to `start_time`. If `stop_at_penetration` is `false` /// then the nonlinear shape-casting will see if further motion wrt. the penetration normal /// would result in tunnelling. If it does not (i.e. we have a separating velocity along /// that normal) then the nonlinear shape-casting will attempt to find another impact, /// at a time `> start_time` that could result in tunnelling. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. pub fn nonlinear_cast_shape( &self, bodies: &RigidBodySet, colliders: &ColliderSet, shape_motion: &NonlinearRigidMotion, shape: &dyn Shape, start_time: Real, end_time: Real, stop_at_penetration: bool, filter: QueryFilter, ) -> Option<(ColliderHandle, TOI)> { let pipeline_shape = self.as_composite_shape(bodies, colliders, filter); let pipeline_motion = NonlinearRigidMotion::identity(); let mut visitor = NonlinearTOICompositeShapeShapeBestFirstVisitor::new( &*self.query_dispatcher, &pipeline_motion, &pipeline_shape, shape_motion, shape, start_time, end_time, stop_at_penetration, ); self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1) } /// Retrieve all the colliders intersecting the given shape. /// /// # Parameters /// * `colliders` - The set of colliders taking part in this pipeline. /// * `shapePos` - The position of the shape to test. /// * `shapeRot` - The orientation of the shape to test. /// * `shape` - The shape to test. /// * `filter`: set of rules used to determine which collider is taken into account by this scene query. /// * `callback` - A function called with the handles of each collider intersecting the `shape`. pub fn intersections_with_shape<'a>( &self, bodies: &RigidBodySet, colliders: &'a ColliderSet, shape_pos: &Isometry, shape: &dyn Shape, filter: QueryFilter, mut callback: impl FnMut(ColliderHandle) -> bool, ) { let dispatcher = &*self.query_dispatcher; let inv_shape_pos = shape_pos.inverse(); let mut leaf_callback = &mut |handle: &ColliderHandle| { if let Some(co) = colliders.get(*handle) { if filter.test(bodies, *handle, co) { let pos12 = inv_shape_pos * co.pos.as_ref(); if dispatcher.intersection_test(&pos12, shape, &*co.shape) == Ok(true) { return callback(*handle); } } } true }; let shape_aabb = shape.compute_aabb(shape_pos); let mut visitor = BoundingVolumeIntersectionsVisitor::new(&shape_aabb, &mut leaf_callback); self.qbvh.traverse_depth_first(&mut visitor); } }