use crate::dynamics::RigidBodySet; use crate::geometry::{ Collider, ColliderHandle, ColliderSet, InteractionGroups, Ray, RayIntersection, WQuadtree, }; /// 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 { quadtree: WQuadtree, tree_built: bool, dilation_factor: f32, } impl Default for QueryPipeline { fn default() -> Self { Self::new() } } impl QueryPipeline { /// Initializes an empty query pipeline. pub fn new() -> Self { Self { quadtree: WQuadtree::new(), tree_built: false, dilation_factor: 0.01, } } /// Update the acceleration structure on the query pipeline. pub fn update(&mut self, bodies: &RigidBodySet, colliders: &ColliderSet) { if !self.tree_built { let data = colliders.iter().map(|(h, c)| (h, c.compute_aabb())); self.quadtree.clear_and_rebuild(data, self.dilation_factor); // FIXME: uncomment this once we handle insertion/removals properly. // self.tree_built = true; return; } for (_, body) in bodies .iter_active_dynamic() .chain(bodies.iter_active_kinematic()) { for handle in &body.colliders { self.quadtree.pre_update(*handle) } } self.quadtree.update(colliders, self.dilation_factor); } /// Find the closest intersection between a ray and a set of collider. /// /// # Parameters /// - `position`: the position of this shape. /// - `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 `f32::MAX` for an unbounded ray. pub fn cast_ray<'a>( &self, colliders: &'a ColliderSet, ray: &Ray, max_toi: f32, groups: InteractionGroups, ) -> Option<(ColliderHandle, &'a Collider, RayIntersection)> { // TODO: avoid allocation? let mut inter = Vec::new(); self.quadtree.cast_ray(ray, max_toi, &mut inter); let mut best = f32::MAX; let mut result = None; for handle in inter { if let Some(collider) = colliders.get(handle) { if collider.collision_groups.test(groups) { if let Some(inter) = collider.shape().toi_and_normal_with_ray( collider.position(), ray, max_toi, true, ) { if inter.toi < best { best = inter.toi; result = Some((handle, collider, inter)); } } } } } result } /// Find the all intersections between a ray and a set of collider and passes them to a callback. /// /// # Parameters /// - `position`: the position of this shape. /// - `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 `f32::MAX` for an unbounded ray. /// - `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, ignory any further raycast. pub fn interferences_with_ray<'a>( &self, colliders: &'a ColliderSet, ray: &Ray, max_toi: f32, groups: InteractionGroups, mut callback: impl FnMut(ColliderHandle, &'a Collider, RayIntersection) -> bool, ) { // TODO: avoid allocation? let mut inter = Vec::new(); self.quadtree.cast_ray(ray, max_toi, &mut inter); for handle in inter { let collider = &colliders[handle]; if collider.collision_groups.test(groups) { if let Some(inter) = collider.shape().toi_and_normal_with_ray( collider.position(), ray, max_toi, true, ) { if !callback(handle, collider, inter) { return; } } } } } }