nphysics3d 0.24.0

3-dimensional physics engine in Rust. This crate is being superseded by the rapier3d crate.
Documentation
use na::{DVectorSlice, DVectorSliceMut, RealField};

use crate::math::{Force, ForceType, Inertia, Isometry, Point, Translation, Vector, Velocity};
use crate::object::{
    ActivationStatus, Body, BodyPart, BodyPartMotion, BodyStatus, BodyUpdateStatus,
};
use crate::solver::{ForceDirection, IntegrationParameters};
use ncollide::shape::DeformationsType;

/// A singleton representing the ground.
///
/// Most of its methods are useless but provided anyway to be
/// similar to the other bodies.
#[derive(Clone, Debug)]
pub struct Ground<N: RealField + Copy> {
    companion_id: usize,
    activation: ActivationStatus<N>,
    data: [N; 0],
}

impl<N: RealField + Copy> Ground<N> {
    /// Build a new ground structrure.
    pub fn new() -> Self {
        Ground {
            companion_id: 0,
            activation: ActivationStatus::new_inactive(),
            data: [],
        }
    }
}

impl<N: RealField + Copy> Body<N> for Ground<N> {
    #[inline]
    fn gravity_enabled(&self) -> bool {
        false
    }

    #[inline]
    fn enable_gravity(&mut self, _: bool) {}

    #[inline]
    fn step_started(&mut self) {}

    #[inline]
    fn update_kinematics(&mut self) {}

    #[inline]
    fn update_dynamics(&mut self, _: N) {}

    #[inline]
    fn update_acceleration(&mut self, _: &Vector<N>, _: &IntegrationParameters<N>) {}

    #[inline]
    fn clear_forces(&mut self) {}

    #[inline]
    fn clear_update_flags(&mut self) {}

    #[inline]
    fn update_status(&self) -> BodyUpdateStatus {
        BodyUpdateStatus::empty()
    }

    #[inline]
    fn num_parts(&self) -> usize {
        1
    }

    #[inline]
    fn part(&self, i: usize) -> Option<&dyn BodyPart<N>> {
        if i == 0 {
            Some(self)
        } else {
            None
        }
    }

    #[inline]
    fn is_ground(&self) -> bool {
        true
    }

    #[inline]
    fn apply_displacement(&mut self, _: &[N]) {}

    #[inline]
    fn status(&self) -> BodyStatus {
        BodyStatus::Static
    }

    #[inline]
    fn set_status(&mut self, _: BodyStatus) {}

    #[inline]
    fn activation_status(&self) -> &ActivationStatus<N> {
        &self.activation
    }

    #[inline]
    fn is_active(&self) -> bool {
        false
    }

    #[inline]
    fn is_dynamic(&self) -> bool {
        false
    }

    #[inline]
    fn is_kinematic(&self) -> bool {
        false
    }

    #[inline]
    fn is_static(&self) -> bool {
        true
    }

    #[inline]
    fn deformed_positions(&self) -> Option<(DeformationsType, &[N])> {
        None
    }

    #[inline]
    fn deformed_positions_mut(&mut self) -> Option<(DeformationsType, &mut [N])> {
        None
    }

    #[inline]
    fn ndofs(&self) -> usize {
        0
    }

    #[inline]
    fn generalized_acceleration(&self) -> DVectorSlice<N> {
        DVectorSlice::from_slice(&self.data[..], 0)
    }

    #[inline]
    fn generalized_velocity(&self) -> DVectorSlice<N> {
        DVectorSlice::from_slice(&self.data[..], 0)
    }

    #[inline]
    fn companion_id(&self) -> usize {
        self.companion_id
    }

    #[inline]
    fn set_companion_id(&mut self, id: usize) {
        self.companion_id = id
    }

    #[inline]
    fn generalized_velocity_mut(&mut self) -> DVectorSliceMut<N> {
        DVectorSliceMut::from_slice(&mut self.data[..], 0)
    }

    #[inline]
    fn velocity_at_point(&self, _: usize, _: &Point<N>) -> Velocity<N> {
        Velocity::zero()
    }

    #[inline]
    fn integrate(&mut self, _: &IntegrationParameters<N>) {}

    #[inline]
    fn activate(&mut self) {}

    #[inline]
    fn activate_with_energy(&mut self, _: N) {}

    #[inline]
    fn deactivate(&mut self) {}

    #[inline]
    fn set_deactivation_threshold(&mut self, _: Option<N>) {}

    #[inline]
    fn world_point_at_material_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Point<N> {
        *point
    }

    #[inline]
    fn position_at_material_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Isometry<N> {
        Isometry::from_parts(Translation::from(point.coords), na::one())
    }

    #[inline]
    fn material_point_at_world_point(&self, _: &dyn BodyPart<N>, point: &Point<N>) -> Point<N> {
        *point
    }

    #[inline]
    fn fill_constraint_geometry(
        &self,
        _: &dyn BodyPart<N>,
        _: usize, // FIXME: keep this parameter?
        _: &Point<N>,
        _: &ForceDirection<N>,
        _: usize,
        _: usize,
        _: &mut [N],
        _: &mut N,
        _: Option<&DVectorSlice<N>>,
        _: Option<&mut N>,
    ) {
    }

    fn advance(&mut self, _: N) {}

    fn validate_advancement(&mut self) {}

    fn clamp_advancement(&mut self) {}

    fn part_motion(&self, _: usize, _: N) -> Option<BodyPartMotion<N>> {
        Some(BodyPartMotion::Static(Isometry::identity()))
    }

    #[inline]
    fn has_active_internal_constraints(&mut self) -> bool {
        false
    }

    #[inline]
    fn setup_internal_velocity_constraints(
        &mut self,
        _: &DVectorSlice<N>,
        _: &IntegrationParameters<N>,
    ) {
    }

    #[inline]
    fn warmstart_internal_velocity_constraints(&mut self, _: &mut DVectorSliceMut<N>) {}

    #[inline]
    fn step_solve_internal_velocity_constraints(&mut self, _: &mut DVectorSliceMut<N>) {}

    #[inline]
    fn step_solve_internal_position_constraints(&mut self, _: &IntegrationParameters<N>) {}

    #[inline]
    fn apply_force(&mut self, _: usize, _: &Force<N>, _: ForceType, _: bool) {}

    #[inline]
    fn apply_local_force(&mut self, _: usize, _: &Force<N>, _: ForceType, _: bool) {}

    #[inline]
    fn apply_force_at_point(
        &mut self,
        _: usize,
        _: &Vector<N>,
        _: &Point<N>,
        _: ForceType,
        _: bool,
    ) {
    }

    #[inline]
    fn apply_local_force_at_point(
        &mut self,
        _: usize,
        _: &Vector<N>,
        _: &Point<N>,
        _: ForceType,
        _: bool,
    ) {
    }

    #[inline]
    fn apply_force_at_local_point(
        &mut self,
        _: usize,
        _: &Vector<N>,
        _: &Point<N>,
        _: ForceType,
        _: bool,
    ) {
    }

    #[inline]
    fn apply_local_force_at_local_point(
        &mut self,
        _: usize,
        _: &Vector<N>,
        _: &Point<N>,
        _: ForceType,
        _: bool,
    ) {
    }
}

impl<N: RealField + Copy> BodyPart<N> for Ground<N> {
    #[inline]
    fn is_ground(&self) -> bool {
        true
    }

    #[inline]
    fn center_of_mass(&self) -> Point<N> {
        Point::origin()
    }

    #[inline]
    fn local_center_of_mass(&self) -> Point<N> {
        Point::origin()
    }

    #[inline]
    fn position(&self) -> Isometry<N> {
        Isometry::identity()
    }

    #[inline]
    fn safe_position(&self) -> Isometry<N> {
        Isometry::identity()
    }

    #[inline]
    fn velocity(&self) -> Velocity<N> {
        Velocity::zero()
    }

    #[inline]
    fn inertia(&self) -> Inertia<N> {
        Inertia::zero()
    }

    #[inline]
    fn local_inertia(&self) -> Inertia<N> {
        Inertia::zero()
    }
}