nightshade 0.13.0

A cross-platform data-oriented game engine.
Documentation
use super::events::{CollisionEvent, CollisionEventCollector, ContactForceEvent};
use crate::ecs::lines::components::Line;
use freecs::Entity;
use rapier3d::prelude::*;
use std::collections::HashMap;

#[derive(Debug, Clone, Copy, PartialEq)]
pub enum JointType {
    Fixed,
    Revolute,
    Prismatic,
    Spherical,
    Rope,
    Spring,
}

pub struct JointInfo {
    pub parent_entity: Entity,
    pub child_entity: Entity,
    pub joint_type: JointType,
    pub collisions_enabled: bool,
    pub spring_rest_length: Option<f32>,
    pub spring_stiffness: Option<f32>,
    pub spring_damping: Option<f32>,
}

pub struct PendingJoint {
    pub parent_entity: Entity,
    pub child_entity: Entity,
    pub joint: GenericJoint,
    pub joint_type: JointType,
    pub collisions_enabled: bool,
    pub spring_rest_length: Option<f32>,
    pub spring_stiffness: Option<f32>,
    pub spring_damping: Option<f32>,
}

pub struct PhysicsWorld {
    pub gravity: Vector<Real>,
    pub integration_parameters: IntegrationParameters,
    pub physics_pipeline: PhysicsPipeline,
    pub island_manager: IslandManager,
    pub broad_phase: BroadPhaseBvh,
    pub narrow_phase: NarrowPhase,
    pub impulse_joint_set: ImpulseJointSet,
    pub multibody_joint_set: MultibodyJointSet,
    pub ccd_solver: CCDSolver,
    pub(crate) physics_hooks: (),
    pub(crate) event_collector: CollisionEventCollector,
    collision_events: Vec<CollisionEvent>,
    contact_force_events: Vec<ContactForceEvent>,
    pub rigid_body_set: RigidBodySet,
    pub collider_set: ColliderSet,
    pub fixed_timestep: f32,
    pub accumulator: f32,
    pub max_substeps: u32,
    pub interpolation_alpha: f32,
    pub debug_draw: bool,
    pub debug_entity: Option<freecs::Entity>,
    pub debug_version: u64,
    pub debug_static_lines_cache: HashMap<ColliderHandle, Vec<Line>>,
    pub debug_last_version: u64,
    pub pending_joints: Vec<PendingJoint>,
    pub joint_registry: HashMap<ImpulseJointHandle, JointInfo>,
    pub handle_to_entity: HashMap<RigidBodyHandle, Entity>,
    pub entity_to_handle: HashMap<Entity, RigidBodyHandle>,
    pub paused: bool,
    pub grab: super::grab::GrabState,
}

impl Default for PhysicsWorld {
    fn default() -> Self {
        Self::new()
    }
}

impl PhysicsWorld {
    pub fn new() -> Self {
        let integration_parameters = IntegrationParameters {
            dt: 1.0 / 60.0,
            ..Default::default()
        };

        Self {
            gravity: vector![0.0, -9.81, 0.0],
            integration_parameters,
            physics_pipeline: PhysicsPipeline::new(),
            island_manager: IslandManager::new(),
            broad_phase: BroadPhaseBvh::new(),
            narrow_phase: NarrowPhase::new(),
            impulse_joint_set: ImpulseJointSet::new(),
            multibody_joint_set: MultibodyJointSet::new(),
            ccd_solver: CCDSolver::new(),
            physics_hooks: (),
            event_collector: CollisionEventCollector::new(),
            collision_events: Vec::new(),
            contact_force_events: Vec::new(),
            rigid_body_set: RigidBodySet::new(),
            collider_set: ColliderSet::new(),
            fixed_timestep: 1.0 / 60.0,
            accumulator: 0.0,
            max_substeps: 4,
            interpolation_alpha: 0.0,
            debug_draw: false,
            debug_entity: None,
            debug_version: 0,
            debug_static_lines_cache: HashMap::new(),
            debug_last_version: u64::MAX,
            pending_joints: Vec::new(),
            joint_registry: HashMap::new(),
            handle_to_entity: HashMap::new(),
            entity_to_handle: HashMap::new(),
            paused: false,
            grab: super::grab::GrabState::default(),
        }
    }

    pub fn step(&mut self) {
        let _span =
            tracing::info_span!("physics_step", colliders = self.collider_set.len()).entered();

        self.physics_pipeline.step(
            &self.gravity,
            &self.integration_parameters,
            &mut self.island_manager,
            &mut self.broad_phase,
            &mut self.narrow_phase,
            &mut self.rigid_body_set,
            &mut self.collider_set,
            &mut self.impulse_joint_set,
            &mut self.multibody_joint_set,
            &mut self.ccd_solver,
            &self.physics_hooks,
            &self.event_collector,
        );
    }

    pub fn collision_events(&self) -> &[CollisionEvent] {
        &self.collision_events
    }

    pub fn contact_force_events(&self) -> &[ContactForceEvent] {
        &self.contact_force_events
    }

    pub(crate) fn set_collision_events(&mut self, events: Vec<CollisionEvent>) {
        self.collision_events = events;
    }

    pub(crate) fn set_contact_force_events(&mut self, events: Vec<ContactForceEvent>) {
        self.contact_force_events = events;
    }

    pub(crate) fn clear_events(&mut self) {
        self.collision_events.clear();
        self.contact_force_events.clear();
    }

    pub fn query_pipeline(&self) -> QueryPipeline<'_> {
        self.broad_phase.as_query_pipeline(
            self.narrow_phase.query_dispatcher(),
            &self.rigid_body_set,
            &self.collider_set,
            QueryFilter::default(),
        )
    }

    pub fn get_interpolation_alpha(&self) -> f32 {
        self.interpolation_alpha
    }

    pub fn add_rigid_body(&mut self, rigid_body: RigidBody) -> RigidBodyHandle {
        self.rigid_body_set.insert(rigid_body)
    }

    pub fn add_collider(
        &mut self,
        collider: Collider,
        parent_handle: RigidBodyHandle,
    ) -> ColliderHandle {
        self.debug_version = self.debug_version.wrapping_add(1);
        self.collider_set
            .insert_with_parent(collider, parent_handle, &mut self.rigid_body_set)
    }

    pub fn remove_rigid_body(&mut self, handle: RigidBodyHandle) {
        self.debug_version = self.debug_version.wrapping_add(1);
        if let Some(entity) = self.handle_to_entity.remove(&handle) {
            self.entity_to_handle.remove(&entity);
        }
        self.rigid_body_set.remove(
            handle,
            &mut self.island_manager,
            &mut self.collider_set,
            &mut self.impulse_joint_set,
            &mut self.multibody_joint_set,
            true,
        );
    }

    pub fn get_rigid_body(&self, handle: RigidBodyHandle) -> Option<&RigidBody> {
        self.rigid_body_set.get(handle)
    }

    pub fn get_rigid_body_mut(&mut self, handle: RigidBodyHandle) -> Option<&mut RigidBody> {
        self.rigid_body_set.get_mut(handle)
    }

    pub fn add_joint(
        &mut self,
        body1: RigidBodyHandle,
        body2: RigidBodyHandle,
        joint: impl Into<GenericJoint>,
    ) -> ImpulseJointHandle {
        self.impulse_joint_set.insert(body1, body2, joint, true)
    }
}