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use std::ops::Deref;
use std::ops::DerefMut;
use rapier2d::parry::query::NonlinearRigidMotion;
pub use rapier2d::prelude::ColliderHandle as RapierColliderHandle;
pub use rapier2d::prelude::RigidBodyHandle as RapierRigidBodyHandle;
use rapier2d::prelude::*;
use tracing::Level;
use ABC_ECS::EntitiesAndComponents;
use ABC_ECS::Entity;
use ABC_ECS::Resource;
use ABC_ECS::System;
use crate::delta_time;
use crate::Transform;
use tracing::event;
/// created with the rapier physics system do not create this manually
/// this is a wrapper around the rapier physics pipeline that allows for easy access to the physics engine
/// all of the docs are 95% copy pasted from the rapier docs
pub struct RapierPhysicsInfo {
query_pipeline: QueryPipeline,
rigid_body_handle_map: std::collections::HashMap<RigidBodyHandle, Entity>,
collider_handle_map: std::collections::HashMap<ColliderHandle, Entity>,
gravity: Vector<Real>,
integration_parameters: IntegrationParameters,
physics_pipeline: PhysicsPipeline,
island_manager: IslandManager,
broad_phase: BroadPhaseMultiSap,
narrow_phase: NarrowPhase,
impulse_joint_set: ImpulseJointSet,
multibody_joint_set: MultibodyJointSet,
ccd_solver: CCDSolver,
physics_hooks: (),
event_handler: (),
rigid_body_set: RigidBodySet,
collider_set: ColliderSet,
time_started: std::time::Instant,
time_elapsed_before_this_frame: std::time::Duration,
}
impl RapierPhysicsInfo {
pub fn set_gravity(&mut self, gravity: Vector<Real>) {
self.gravity = gravity;
}
/// Find the associated entity with a rigid body handle.
pub fn get_associated_entity_with_rigid_body_handle(
&self,
handle: RigidBodyHandle,
) -> Option<Entity> {
self.rigid_body_handle_map.get(&handle).cloned()
}
/// Find the associated entity with a collider handle.
pub fn get_associated_entity_with_collider_handle(
&self,
handle: ColliderHandle,
) -> Option<Entity> {
self.collider_handle_map.get(&handle).cloned()
}
/// Find the closest intersection between a ray and a set of collider.
///
/// # Parameters
/// * `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,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
) -> Option<(Entity, Real)> {
let intersection = self.query_pipeline.cast_ray(
&self.rigid_body_set,
&self.collider_set,
&ray,
max_toi,
solid,
filter,
);
match intersection {
Some((handle, toi)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, toi))
}
None => None,
}
}
/// Find the closest intersection between a ray and a set of collider.
///
/// # Parameters
/// * `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,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
) -> Option<(Entity, RayIntersection)> {
let intersection = self.query_pipeline.cast_ray_and_get_normal(
&self.rigid_body_set,
&self.collider_set,
ray,
max_toi,
solid,
filter,
);
match intersection {
Some((handle, intersection)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, intersection))
}
None => None,
}
}
/// Find the all intersections between a ray and a set of collider and passes them to a callback.
///
/// # Parameters
/// * `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,
ray: &Ray,
max_toi: Real,
solid: bool,
filter: QueryFilter,
mut callback: impl FnMut(Entity, RayIntersection) -> bool,
) {
self.query_pipeline.intersections_with_ray(
&self.rigid_body_set,
&self.collider_set,
ray,
max_toi,
solid,
filter,
|handle, intersection| {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
callback(entity, intersection)
},
);
}
/// Gets the handle of up to one collider intersecting the given shape.
///
/// # Parameters
/// * `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,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
filter: QueryFilter,
) -> Option<Entity> {
let intersection = self.query_pipeline.intersection_with_shape(
&self.rigid_body_set,
&self.collider_set,
shape_pos,
shape,
filter,
);
match intersection {
Some(handle) => {
let entity =
self.get_associated_entity_with_collider_handle(ColliderHandle(handle));
entity
}
None => None,
}
}
/// 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,
point: &Point<Real>,
solid: bool,
filter: QueryFilter,
) -> Option<(Entity, PointProjection)> {
let projection = self.query_pipeline.project_point(
&self.rigid_body_set,
&self.collider_set,
point,
solid,
filter,
);
match projection {
Some((handle, projection)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, projection))
}
None => None,
}
}
/// Find all the colliders containing the given point.
///
/// # Parameters
/// * `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,
point: &Point<Real>,
filter: QueryFilter,
mut callback: impl FnMut(Entity) -> bool,
) {
self.query_pipeline.intersections_with_point(
&self.rigid_body_set,
&self.collider_set,
point,
filter,
|handle| {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
callback(entity)
},
);
}
/// Find the projection of a point on the closest collider.
///
/// The results include the ID of the feature hit by the point.
///
/// # Parameters
/// * `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,
point: &Point<Real>,
filter: QueryFilter,
) -> Option<(Entity, PointProjection, FeatureId)> {
let projection = self.query_pipeline.project_point_and_get_feature(
&self.rigid_body_set,
&self.collider_set,
point,
filter,
);
match projection {
Some((handle, projection, feature)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, projection, feature))
}
None => None,
}
}
/// 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(&Entity) -> bool,
) {
self.query_pipeline
.colliders_with_aabb_intersecting_aabb(aabb, |handle| {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(*handle))
.expect("failed to get entity associated with collider handle, this is a bug");
callback(&entity)
});
}
/// 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
/// * `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(
&self,
shape_pos: &Isometry<Real>,
shape_vel: &Vector<Real>,
shape: &dyn Shape,
options: rapier2d::parry::query::ShapeCastOptions,
filter: QueryFilter,
) -> Option<(Entity, ShapeCastHit)> {
let intersection = self.query_pipeline.cast_shape(
&self.rigid_body_set,
&self.collider_set,
shape_pos,
shape_vel,
shape,
options,
filter,
);
match intersection {
Some((handle, intersection)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, intersection))
}
None => None,
}
}
/// 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
/// * `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 with respect to 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,
shape_motion: &NonlinearRigidMotion,
shape: &dyn Shape,
start_time: Real,
end_time: Real,
stop_at_penetration: bool,
filter: QueryFilter,
) -> Option<(Entity, ShapeCastHit)> {
let intersection = self.query_pipeline.nonlinear_cast_shape(
&self.rigid_body_set,
&self.collider_set,
shape_motion,
shape,
start_time,
end_time,
stop_at_penetration,
filter,
);
match intersection {
Some((handle, intersection)) => {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
Some((entity, intersection))
}
None => None,
}
}
/// Retrieve all the colliders intersecting the given shape.
///
/// # Parameters
/// * `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(
&self,
shape_pos: &Isometry<Real>,
shape: &dyn Shape,
filter: QueryFilter,
mut callback: impl FnMut(Entity) -> bool,
) {
self.query_pipeline.intersections_with_shape(
&self.rigid_body_set,
&self.collider_set,
shape_pos,
shape,
filter,
|handle| {
let entity = self
.get_associated_entity_with_collider_handle(ColliderHandle(handle))
.expect("failed to get entity associated with collider handle, this is a bug");
callback(entity)
},
);
}
}
impl Deref for RapierPhysicsInfo {
type Target = QueryPipeline;
fn deref(&self) -> &Self::Target {
&self.query_pipeline
}
}
impl DerefMut for RapierPhysicsInfo {
fn deref_mut(&mut self) -> &mut Self::Target {
&mut self.query_pipeline
}
}
impl Resource for RapierPhysicsInfo {
fn as_any(&self) -> &dyn std::any::Any {
self
}
fn as_any_mut(&mut self) -> &mut dyn std::any::Any {
self
}
}
pub struct RapierPhysicsSystem {}
impl RapierPhysicsSystem {
pub fn new(world: &mut EntitiesAndComponents) -> RapierPhysicsSystem {
/* Create other structures necessary for the simulation. */
let gravity = vector![0.0, -9.81];
let integration_parameters = IntegrationParameters::default();
let physics_pipeline = PhysicsPipeline::new();
let island_manager = IslandManager::new();
// this was broken in the example code, I think this is the correct way to do it
let broad_phase = BroadPhaseMultiSap::new();
let narrow_phase = NarrowPhase::new();
let impulse_joint_set = ImpulseJointSet::new();
let multibody_joint_set = MultibodyJointSet::new();
let ccd_solver = CCDSolver::new();
let physics_hooks = ();
let event_handler = ();
let query_pipeline = QueryPipeline::new();
let rapier_physics_info = RapierPhysicsInfo {
query_pipeline,
rigid_body_handle_map: std::collections::HashMap::new(),
collider_handle_map: std::collections::HashMap::new(),
gravity,
integration_parameters,
physics_pipeline,
island_manager,
broad_phase,
narrow_phase,
impulse_joint_set,
multibody_joint_set,
ccd_solver,
physics_hooks,
event_handler,
rigid_body_set: RigidBodySet::new(),
collider_set: ColliderSet::new(),
time_started: std::time::Instant::now(),
time_elapsed_before_this_frame: std::time::Duration::new(0, 0),
};
// add the physics info to the world
world.add_resource(rapier_physics_info);
RapierPhysicsSystem {}
}
fn step(&mut self, world: &mut EntitiesAndComponents) {
let physics_info = &mut world
.get_resource_mut::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
let query_pipeline = &mut physics_info.query_pipeline;
physics_info.physics_pipeline.step(
&physics_info.gravity,
&physics_info.integration_parameters,
&mut physics_info.island_manager,
&mut physics_info.broad_phase,
&mut physics_info.narrow_phase,
&mut physics_info.rigid_body_set,
&mut physics_info.collider_set,
&mut physics_info.impulse_joint_set,
&mut physics_info.multibody_joint_set,
&mut physics_info.ccd_solver,
Some(query_pipeline),
&physics_info.physics_hooks,
&physics_info.event_handler,
);
}
}
impl System for RapierPhysicsSystem {
fn run(&mut self, entities_and_components: &mut EntitiesAndComponents) {
let is_fixed_timestep;
{
let physics_info = entities_and_components
.get_resource_mut::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
let time_started = &mut physics_info.time_started;
let time_elapsed_before_this_frame = &mut physics_info.time_elapsed_before_this_frame;
let time_since_last_step = time_started.elapsed() - *time_elapsed_before_this_frame;
if time_since_last_step.as_secs_f64() >= 1.0 / 60.0 {
*time_elapsed_before_this_frame = time_started.elapsed();
is_fixed_timestep = true;
} else {
is_fixed_timestep = false;
}
}
// set the delta time scale
{
let delta_time_scale = entities_and_components
.get_resource::<delta_time::DeltaTime>()
.expect("failed to get delta time, report this as a bug")
.get_time_scale();
let physics_info = entities_and_components
.get_resource_mut::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
physics_info.integration_parameters.dt = (1.0 / 60.0) * delta_time_scale as f32;
}
{
let physics_info;
{
let physics_info_ref = entities_and_components
.get_resource_mut::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
let physics_info_ptr = physics_info_ref as *mut RapierPhysicsInfo;
unsafe {
// SAFETY: we don't access physics info anywhere else in this function, so this is safe
// and physics info doesn't intersect with anythign else in the world
physics_info = &mut *physics_info_ptr;
}
}
let mut rb_handles_found_this_frame = vec![];
let mut collider_handles_found_this_frame = vec![];
get_all_rigid_bodies_and_colliders(
physics_info,
entities_and_components,
&mut rb_handles_found_this_frame,
&mut collider_handles_found_this_frame,
);
handle_removed_entities(
physics_info,
&mut rb_handles_found_this_frame,
&mut collider_handles_found_this_frame,
);
}
if is_fixed_timestep {
self.step(entities_and_components);
}
{
let physics_info = &mut entities_and_components
.get_resource_mut::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
let query_pipeline = &mut physics_info.query_pipeline;
query_pipeline.update(&physics_info.rigid_body_set, &physics_info.collider_set);
}
// if anything is changed between the physics system and the set_all_rigid_bodies_and_colliders call, it will break it don't do that
// it's not that this is a bad idea, it's just that it's not necessary so no need to waste performance unless a step is taken
if is_fixed_timestep {
let physics_info;
{
let physics_info_ref = entities_and_components
.get_resource::<RapierPhysicsInfo>()
.expect("failed to get rapier physics info, report this as a bug");
let physics_info_ptr = physics_info_ref as *const RapierPhysicsInfo;
unsafe {
// SAFETY: we don't access physics info anywhere else in this function, so this is safe
// and physics info doesn't intersect with anythign else in the world
physics_info = &*physics_info_ptr;
}
}
set_all_rigid_bodies_and_colliders(physics_info, entities_and_components);
}
}
}
// just so that the user can't accidentally mess with up the internals of the physics system
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// the handle to a rigidbody in the physics world, do not add this to an entity manually. you will break the physics system
pub struct RigidBodyHandle(pub RapierRigidBodyHandle);
#[derive(Clone, Copy, Debug, PartialEq, Eq, Hash)]
/// the handle to a collider in the physics world, do not add this to an entity manually. you will break the physics system
pub struct ColliderHandle(pub RapierColliderHandle);
// a tag to temporarily store in an entity that the rigidbody has changed
struct RBHandleChanged;
impl From<rapier2d::prelude::RigidBodyHandle> for RigidBodyHandle {
fn from(handle: rapier2d::prelude::RigidBodyHandle) -> Self {
RigidBodyHandle(handle)
}
}
impl From<rapier2d::prelude::ColliderHandle> for ColliderHandle {
fn from(handle: rapier2d::prelude::ColliderHandle) -> Self {
ColliderHandle(handle)
}
}
/// This function gets all rigid bodies and colliders in the world and inserts them into the given sets
/// it promises to not access the physics info in any way other than the given reference
fn get_all_rigid_bodies_and_colliders(
physics_info: &mut RapierPhysicsInfo,
world: &mut EntitiesAndComponents,
rb_handles_found: &mut Vec<RigidBodyHandle>,
collider_handles_found: &mut Vec<ColliderHandle>,
) {
let rigidbody_entities = world
.get_entities_with_component::<RigidBody>()
.into_iter()
.copied()
.collect::<Vec<Entity>>();
for rigidbody_entity in rigidbody_entities {
update_rb(physics_info, world, rigidbody_entity);
// the entity should have a handle now
if let Some(rb_handle) = world
.try_get_components::<(RigidBodyHandle,)>(rigidbody_entity)
.0
{
rb_handles_found.push(rb_handle.clone());
}
}
let collider_entities = world
.get_entities_with_component::<Collider>()
.into_iter()
.copied()
.collect::<Vec<Entity>>();
for collider_entity in collider_entities {
update_collider(physics_info, world, collider_entity);
// the entity should have a handle now
if let Some(collider_handle) = world
.try_get_components::<(ColliderHandle,)>(collider_entity)
.0
{
collider_handles_found.push(collider_handle.clone());
}
}
}
fn handle_removed_entities(
physics_info: &mut RapierPhysicsInfo,
rb_handles_found: &mut Vec<RigidBodyHandle>,
collider_handles_found: &mut Vec<ColliderHandle>,
) {
// handle cases where entities are removed or rb's are removed
{
let mut rigidbody_entities_in_physics_copy = physics_info.rigid_body_handle_map.clone();
for rb_handle in rb_handles_found {
rigidbody_entities_in_physics_copy.remove(&rb_handle);
}
for (rb_handle, rb_entity) in rigidbody_entities_in_physics_copy {
physics_info.rigid_body_set.remove(
rb_handle.0,
&mut physics_info.island_manager,
&mut physics_info.collider_set,
&mut physics_info.impulse_joint_set,
&mut physics_info.multibody_joint_set,
false,
);
physics_info.rigid_body_handle_map.remove(&rb_handle);
}
let mut collider_entities_in_physics_copy = physics_info.collider_handle_map.clone();
for collider_handle in collider_handles_found.clone() {
collider_entities_in_physics_copy.remove(&collider_handle);
}
for (collider_handle, collider_path) in collider_entities_in_physics_copy {
physics_info.collider_set.remove(
collider_handle.0,
&mut physics_info.island_manager,
&mut physics_info.rigid_body_set,
false,
);
physics_info.collider_handle_map.remove(&collider_handle);
}
}
}
/// this fn promises to not access the physics info in any way other than the given reference
fn update_rb(
physics_info: &mut RapierPhysicsInfo,
world: &mut EntitiesAndComponents,
rigidbody_entity: Entity,
) {
let transform = crate::get_transform(rigidbody_entity, world);
let (rigidbody, rigidbody_handle) =
world.try_get_components_mut::<(RigidBody, RigidBodyHandle)>(rigidbody_entity);
let out_rigid_body_set = &mut physics_info.rigid_body_set;
let out_rigid_body_entity_map = &mut physics_info.rigid_body_handle_map;
match (rigidbody, rigidbody_handle) {
(Some(ecs_rigidbody), Some(rigidbody_handle)) => {
// the entity has a handle, which means it is already in the set, so we just need to update the rigidbody
// get the rigidbody from the handle
let rigidbody = out_rigid_body_set.get_mut(rigidbody_handle.0);
if let Some(rigidbody) = rigidbody {
// i think this is better than copying and then changing the non-ecs-rb
ecs_rigidbody.set_position(abc_transform_to_rapier_transform(transform), false);
rigidbody.copy_from(&ecs_rigidbody.clone());
} else {
let (new_rb_handle, rb_handle_changed) = add_new_rb(
rigidbody_entity,
ecs_rigidbody,
out_rigid_body_set,
out_rigid_body_entity_map,
transform,
);
// add a handle to the rigidbody to the entity, overwriting the old handle
world.add_component_to(rigidbody_entity, new_rb_handle);
world.add_component_to(rigidbody_entity, rb_handle_changed);
}
}
(Some(ecs_rigidbody), None) => {
// if the rigidbody doesn't have a handle, insert it into the set, and add a handle to the entity
let (new_rb_handle, rb_handle_changed) = add_new_rb(
rigidbody_entity,
ecs_rigidbody,
out_rigid_body_set,
out_rigid_body_entity_map,
transform,
);
world.add_component_to(rigidbody_entity, new_rb_handle);
world.add_component_to(rigidbody_entity, rb_handle_changed);
}
_ => {}
}
}
fn add_new_rb(
entity: Entity,
rigidbody: &mut RigidBody,
out_rigid_body_set: &mut RigidBodySet,
out_rigid_body_entity_map: &mut std::collections::HashMap<RigidBodyHandle, Entity>,
transform: Transform,
) -> (RigidBodyHandle, RBHandleChanged) {
rigidbody.set_position(abc_transform_to_rapier_transform(transform), true);
// insert the rigidbody into the set
let new_rb_handle = out_rigid_body_set.insert(rigidbody.clone());
// add new one to the map
out_rigid_body_entity_map.insert(RigidBodyHandle(new_rb_handle), entity);
(RigidBodyHandle(new_rb_handle), RBHandleChanged)
}
fn update_collider(
physics_info: &mut RapierPhysicsInfo,
world: &mut EntitiesAndComponents,
entity: Entity,
) {
let (collider, transform, collider_handle, rb_handle, handle_has_changed) = world
.try_get_components::<(
Collider,
Transform,
ColliderHandle,
RigidBodyHandle,
RBHandleChanged,
)>(entity);
let collider_set = &mut physics_info.collider_set;
let rigid_body_set = &mut physics_info.rigid_body_set;
let out_collider_entity_map = &mut physics_info.collider_handle_map;
match (collider, transform, collider_handle) {
(Some(ecs_collider), Some(_), Some(collider_handle)) => {
if let Some(_) = handle_has_changed {
let new_collider_handle = add_new_collider(
entity,
ecs_collider,
rb_handle,
rigid_body_set,
collider_set,
out_collider_entity_map,
);
// add a handle to the collider to the entity
world.add_component_to(entity, new_collider_handle);
world.remove_component_from::<RBHandleChanged>(entity);
} else {
// the entity has a handle, which means it is already in the set, so we just need to update the collider
// get the collider from the handle
let collider = collider_set.get_mut(collider_handle.0);
if let Some(collider) = collider {
collider.copy_from(&ecs_collider.clone());
} else {
// this means the handle is invalid, so we should insert the collider into the set
let new_collider_handle = add_new_collider(
entity,
ecs_collider,
rb_handle,
rigid_body_set,
collider_set,
out_collider_entity_map,
);
// add a handle to the collider to the entity
world.add_component_to(entity, new_collider_handle);
}
}
}
(Some(collider), Some(_), None) => {
// if the collider doesn't have a handle, insert it into the set, and add a handle to the entity
let new_collider_handle = add_new_collider(
entity,
collider,
rb_handle,
rigid_body_set,
collider_set,
out_collider_entity_map,
);
// add a handle to the collider to the entity
world.add_component_to(entity, new_collider_handle);
}
_ => {
// log warning that collider is missing transform
event!(
Level::WARN,
"collider is missing transform, the collider will not be simulated without one"
);
}
}
}
/// This function adds a new collider to the world and adds a handle to the entity
fn add_new_collider(
entity: Entity,
collider: &Collider,
rb_handle: Option<&RigidBodyHandle>,
rigid_body_set: &mut RigidBodySet,
collider_set: &mut ColliderSet,
out_collider_entity_map: &mut std::collections::HashMap<ColliderHandle, Entity>,
) -> ColliderHandle {
let collider = collider.clone();
let new_collider_handle = if let Some(rigidbody_handle) = rb_handle {
collider_set.insert_with_parent(collider, rigidbody_handle.0, rigid_body_set)
} else {
collider_set.insert(collider)
};
out_collider_entity_map.insert(ColliderHandle(new_collider_handle), entity);
ColliderHandle(new_collider_handle)
}
/// This function updates the transforms of all rigid bodies and colliders in the world
fn set_all_rigid_bodies_and_colliders(
physics_info: &RapierPhysicsInfo,
world: &mut EntitiesAndComponents,
) {
let rigid_body_set = &physics_info.rigid_body_set;
let collider_set = &physics_info.collider_set;
for (rb_handle, entity) in physics_info.rigid_body_handle_map.iter() {
let transform_total = crate::get_transform(*entity, world);
let (rigidbody, transform, rigidbody_handle) =
world.try_get_components_mut::<(RigidBody, Transform, RigidBodyHandle)>(*entity);
if transform.is_none() {
// log warning that rigidbody is missing transform
event!(
Level::WARN,
"rigidbody is missing transform, the rigidbody will not be simulated without one"
);
continue;
}
let transform = transform.unwrap();
let transform_offset = &transform_total - &transform.clone();
match (rigidbody, rigidbody_handle) {
(Some(ecs_rigidbody), Some(rigidbody_handle)) => {
let rigidbody = rigid_body_set.get(rigidbody_handle.0).expect("failed to get rigidbody from handle found in entity, please report this as a bug on abc game engine github page");
update_abc_transform_from_rapier_transform(
transform,
transform_offset,
*rigidbody.position(),
);
*ecs_rigidbody = rigidbody.clone();
}
_ => {}
}
}
for (collider_handle, entity) in physics_info.collider_handle_map.iter() {
let (collider, transform, collider_handle) =
world.try_get_components_mut::<(Collider, Transform, ColliderHandle)>(*entity);
if let (Some(ecs_collider), Some(transform), Some(collider_handle)) =
(collider, transform, collider_handle)
{
let collider = collider_set.get(collider_handle.0).expect(
"failed to get collider from handle found in entity, please report this as a bug",
);
*ecs_collider = collider.clone();
} else {
// log warning that collider is missing transform
event!(
Level::WARN,
"collider is missing transform, the collider will not be simulated without one"
);
}
}
}
fn abc_transform_to_rapier_transform(transform: Transform) -> Isometry<Real> {
let new_transform = Isometry::new(
vector![transform.x as f32, transform.y as f32],
transform.rotation as f32,
);
new_transform
}
fn update_abc_transform_from_rapier_transform(
transform: &mut Transform,
offset: Transform, // offset is the parent transform
rapier_transform: Isometry<Real>,
) {
// we subtract the offset to get the local transform
transform.x = rapier_transform.translation.x as f64 - offset.x;
transform.y = rapier_transform.translation.y as f64 - offset.y;
transform.rotation = rapier_transform.rotation.angle() as f64 - offset.rotation;
}