#[cfg(feature = "dim3")]
use num::Bounded;
use std::collections::HashMap;
use std::env;
use std::mem;
use std::path::Path;
use std::rc::Rc;
use crate::engine::{GraphicsWindow, GraphicsManager};
use kiss3d::event::Event;
use kiss3d::camera::Camera;
use kiss3d::event::{Action, Key, Modifiers, WindowEvent, MouseButton};
use kiss3d::light::Light;
use kiss3d::loader::obj;
use kiss3d::planar_camera::PlanarCamera;
use kiss3d::post_processing::PostProcessingEffect;
use kiss3d::text::Font;
use kiss3d::window::{State, Window};
use na::{self, Point2, Point3, Vector3};
#[cfg(feature = "dim3")]
use ncollide::query;
use ncollide::query::{ContactId, Ray};
use ncollide::pipeline::CollisionGroups;
use nphysics::force_generator::DefaultForceGeneratorSet;
use nphysics::joint::{DefaultJointConstraintHandle, MouseConstraint, DefaultJointConstraintSet};
#[cfg(feature = "dim2")]
use nphysics::object::ColliderAnchor;
use nphysics::object::{DefaultBodyHandle, BodyPartHandle, DefaultBodyPartHandle, DefaultColliderHandle, ActivationStatus, DefaultBodySet, DefaultColliderSet};
use nphysics::world::{DefaultMechanicalWorld, DefaultGeometricalWorld};
#[cfg(feature = "dim3")]
use nphysics::math::ForceType;
use crate::ui::TestbedUi;
#[cfg(feature = "box2d-backend")]
use crate::box2d_world::Box2dWorld;
const NPHYSICS_BACKEND: usize = 0;
#[cfg(feature = "box2d-backend")]
const BOX2D_BACKEND: usize = 1;
#[derive(PartialEq)]
pub enum RunMode {
Running,
Stop,
Step,
Quit
}
#[cfg(not(feature = "log"))]
fn usage(exe_name: &str) {
println!("Usage: {} [OPTION] ", exe_name);
println!();
println!("Options:");
println!(" --help - prints this help message and exits.");
println!(" --pause - do not start the simulation right away.");
}
#[cfg(feature = "log")]
fn usage(exe_name: &str) {
info!("Usage: {} [OPTION] ", exe_name);
info!("");
info!("Options:");
info!(" --help - prints this help message and exits.");
info!(" --pause - do not start the simulation right away.");
}
bitflags! {
#[derive(Default)]
pub struct TestbedStateFlags: u32 {
const NONE = 0;
const SLEEP = 1 << 0;
const SUB_STEPPING = 1 << 1;
const SHAPES = 1 << 2;
const JOINTS = 1 << 3;
const AABBS = 1 << 4;
const CONTACT_POINTS = 1 << 5;
const CONTACT_NORMALS = 1 << 6;
const CENTER_OF_MASSES = 1 << 7;
const WIREFRAME = 1 << 8;
const STATISTICS = 1 << 9;
const PROFILE = 1 << 10;
}
}
bitflags! {
pub struct TestbedActionFlags: u32 {
const RESET_WORLD_GRAPHICS = 1 << 0;
const EXAMPLE_CHANGED = 1 << 1;
const RESTART = 1 << 2;
const BACKEND_CHANGED = 1 << 3;
}
}
pub struct TestbedState {
pub running: RunMode,
pub draw_colls: bool,
pub grabbed_object: Option<DefaultBodyPartHandle>,
pub grabbed_object_constraint: Option<DefaultJointConstraintHandle>,
pub grabbed_object_plane: (Point3<f32>, Vector3<f32>),
pub can_grab_behind_ground: bool,
pub drawing_ray: Option<Point2<f32>>,
pub prev_flags: TestbedStateFlags,
pub flags: TestbedStateFlags,
pub action_flags: TestbedActionFlags,
pub backend_names: Vec<&'static str>,
pub example_names: Vec<&'static str>,
pub selected_example: usize,
pub selected_backend: usize,
}
pub struct Testbed {
builders: Vec<(&'static str, fn(&mut Testbed))>,
mechanical_world: DefaultMechanicalWorld<f32>,
geometrical_world: DefaultGeometricalWorld<f32>,
bodies: DefaultBodySet<f32>,
colliders: DefaultColliderSet<f32>,
forces: DefaultForceGeneratorSet<f32>,
constraints: DefaultJointConstraintSet<f32>,
window: Option<Box<Window>>,
graphics: GraphicsManager,
nsteps: usize,
camera_locked: bool,
callbacks: Callbacks,
time: f32,
hide_counters: bool,
persistant_contacts: HashMap<ContactId, bool>,
font: Rc<Font>,
cursor_pos: Point2<f32>,
ground_handle: Option<DefaultBodyHandle>,
ui: TestbedUi,
state: TestbedState,
#[cfg(feature = "box2d-backend")]
box2d: Option<Box2dWorld>,
}
type Callbacks = Vec<Box<dyn Fn(
&mut DefaultMechanicalWorld<f32>,
&mut DefaultGeometricalWorld<f32>,
&mut DefaultBodySet<f32>,
&mut DefaultColliderSet<f32>,
&mut GraphicsManager,
f32
)>>;
impl Testbed {
pub fn new_empty() -> Testbed {
let graphics = GraphicsManager::new();
#[cfg(feature = "dim3")]
let mut window = Box::new(Window::new("nphysics: 3d demo"));
#[cfg(feature = "dim2")]
let mut window = Box::new(Window::new("nphysics: 2d demo"));
window.set_background_color(0.9, 0.9, 0.9);
window.set_framerate_limit(Some(60));
window.set_light(Light::StickToCamera);
let flags = TestbedStateFlags::SLEEP;
let ui = TestbedUi::new(&mut window);
let mut backend_names = vec!["nphysics"];
#[cfg(feature = "box2d-backend")]
backend_names.push("box2d");
let state = TestbedState {
running: RunMode::Running,
draw_colls: false,
grabbed_object: None,
grabbed_object_constraint: None,
grabbed_object_plane: (Point3::origin(), na::zero()),
can_grab_behind_ground: false,
drawing_ray: None,
prev_flags: flags,
flags,
action_flags: TestbedActionFlags::empty(),
backend_names,
example_names: Vec::new(),
selected_example: 0,
selected_backend: NPHYSICS_BACKEND,
};
let mechanical_world = DefaultMechanicalWorld::new(na::zero());
let geometrical_world = DefaultGeometricalWorld::new();
let bodies = DefaultBodySet::new();
let colliders = DefaultColliderSet::new();
let forces = DefaultForceGeneratorSet::new();
let constraints = DefaultJointConstraintSet::new();
Testbed {
builders: Vec::new(),
mechanical_world,
geometrical_world,
bodies,
colliders,
forces,
constraints,
callbacks: Vec::new(),
window: Some(window),
graphics,
nsteps: 1,
camera_locked: false,
time: 0.0,
hide_counters: true,
persistant_contacts: HashMap::new(),
font: Font::default(),
cursor_pos: Point2::new(0.0f32, 0.0),
ground_handle: None,
ui,
state,
#[cfg(feature = "box2d-backend")]
box2d: None,
}
}
pub fn new(mechanical_world: DefaultMechanicalWorld<f32>,
geometrical_world: DefaultGeometricalWorld<f32>,
bodies: DefaultBodySet<f32>,
colliders: DefaultColliderSet<f32>,
constraints: DefaultJointConstraintSet<f32>,
forces: DefaultForceGeneratorSet<f32>)
-> Self {
let mut res = Self::new_empty();
res.set_world(mechanical_world, geometrical_world, bodies, colliders, constraints, forces);
res
}
pub fn from_builders(default: usize, builders: Vec<(&'static str, fn(&mut Self))>) -> Self {
let mut res = Testbed::new_empty();
res.state.action_flags.set(TestbedActionFlags::EXAMPLE_CHANGED, true);
res.state.selected_example = default;
res.set_builders(builders);
res
}
pub fn set_number_of_steps_per_frame(&mut self, nsteps: usize) {
self.nsteps = nsteps
}
pub fn set_ground_handle(&mut self, handle: Option<DefaultBodyHandle>) {
self.ground_handle = handle;
self.graphics.set_ground_handle(handle);
}
pub fn allow_grabbing_behind_ground(&mut self, allow: bool) {
self.state.can_grab_behind_ground = allow;
}
pub fn hide_performance_counters(&mut self) {
self.hide_counters = true;
}
pub fn show_performance_counters(&mut self) {
self.hide_counters = false;
}
pub fn set_world(&mut self,
mut mechanical_world: DefaultMechanicalWorld<f32>,
geometrical_world: DefaultGeometricalWorld<f32>,
bodies: DefaultBodySet<f32>,
colliders: DefaultColliderSet<f32>,
joint_constraints: DefaultJointConstraintSet<f32>,
force_generators: DefaultForceGeneratorSet<f32>) {
mechanical_world.integration_parameters = self.mechanical_world.integration_parameters.clone();
self.mechanical_world = mechanical_world;
self.geometrical_world = geometrical_world;
self.bodies = bodies;
self.colliders = colliders;
self.constraints = joint_constraints;
self.forces = force_generators;
self.state.action_flags.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
self.mechanical_world.counters.enable();
self.geometrical_world.maintain(&mut self.bodies, &mut self.colliders);
#[cfg(feature = "box2d-backend")]
{
if self.state.selected_backend == BOX2D_BACKEND {
self.box2d = Some(Box2dWorld::from_nphysics(&self.mechanical_world, &self.bodies, &self.colliders, &self.constraints, &self.forces));
}
}
}
pub fn set_builders(&mut self, builders: Vec<(&'static str, fn(&mut Self))>) {
self.state.example_names = builders.iter().map(|e| e.0).collect();
self.builders = builders
}
#[cfg(feature = "dim2")]
pub fn look_at(&mut self, at: Point2<f32>, zoom: f32) {
if !self.camera_locked {
self.graphics.look_at(at, zoom);
}
}
#[cfg(feature = "dim3")]
pub fn look_at(&mut self, eye: Point3<f32>, at: Point3<f32>) {
if !self.camera_locked {
self.graphics.look_at(eye, at);
}
}
pub fn set_body_color(&mut self, body: DefaultBodyHandle, color: Point3<f32>) {
self.graphics.set_body_color(body, color);
}
pub fn set_body_wireframe(&mut self, body: DefaultBodyHandle, wireframe_enabled: bool) {
self.graphics.set_body_wireframe(body, wireframe_enabled);
}
pub fn set_collider_color(&mut self, collider: DefaultColliderHandle, color: Point3<f32>) {
self.graphics.set_collider_color(collider, color);
}
pub fn graphics_mut(&mut self) -> &mut GraphicsManager {
&mut self.graphics
}
pub fn load_obj(path: &str) -> Vec<(Vec<Point3<f32>>, Vec<usize>)> {
let path = Path::new(path);
let empty = Path::new("_some_non_existant_folder");
let objects = obj::parse_file(&path, &empty, "").expect("Unable to open the obj file.");
let mut res = Vec::new();
for (_, m, _) in objects.into_iter() {
let vertices = m.coords().read().unwrap().to_owned().unwrap();
let indices = m.faces().read().unwrap().to_owned().unwrap();
let mut flat_indices = Vec::new();
for i in indices.into_iter() {
flat_indices.push(i.x as usize);
flat_indices.push(i.y as usize);
flat_indices.push(i.z as usize);
}
let m = (vertices, flat_indices);
res.push(m);
}
res
}
fn clear(&mut self, window: &mut Window) {
self.callbacks.clear();
self.persistant_contacts.clear();
self.ground_handle = None;
self.state.grabbed_object = None;
self.state.grabbed_object_constraint = None;
self.state.can_grab_behind_ground = false;
self.graphics.clear(window);
}
pub fn add_callback<F: Fn(&mut DefaultMechanicalWorld<f32>,
&mut DefaultGeometricalWorld<f32>,
&mut DefaultBodySet<f32>,
&mut DefaultColliderSet<f32>,
&mut GraphicsManager,
f32) + 'static>(
&mut self,
callback: F,
) {
self.callbacks.push(Box::new(callback));
}
pub fn run(mut self) {
let mut args = env::args();
if args.len() > 1 {
let exname = args.next().unwrap();
for arg in args {
if &arg[..] == "--help" || &arg[..] == "-h" {
usage(&exname[..]);
return;
} else if &arg[..] == "--pause" {
self.state.running = RunMode::Stop;
}
}
}
let window = mem::replace(&mut self.window, None).unwrap();
window.render_loop(self);
}
fn handle_common_event<'b>(&mut self, event: Event<'b>) -> Event<'b> {
match event.value {
WindowEvent::Key(Key::T, Action::Release, _) => {
if self.state.running == RunMode::Stop {
self.state.running = RunMode::Running;
} else {
self.state.running = RunMode::Stop;
}
}
WindowEvent::Key(Key::S, Action::Release, _) => self.state.running = RunMode::Step,
WindowEvent::Key(Key::R, Action::Release, _) => {
self.state.action_flags.set(TestbedActionFlags::EXAMPLE_CHANGED, true)
},
_ => {}
}
event
}
#[cfg(feature = "dim2")]
fn handle_special_event(&mut self, window: &mut Window, mut event: Event) {
if window.is_conrod_ui_capturing_mouse() {
return;
}
match event.value {
WindowEvent::MouseButton(MouseButton::Button1, Action::Press, modifier) => {
let all_groups = &CollisionGroups::new();
for b in self
.geometrical_world
.interferences_with_point(&self.colliders, &self.cursor_pos, all_groups)
{
if !b.1.query_type().is_proximity_query() && Some(b.1.body()) != self.ground_handle {
if
let ColliderAnchor::OnBodyPart { body_part, .. } = b.1.anchor()
{
self.state.grabbed_object = Some(*body_part);
} else { continue; }
}
}
if modifier.contains(Modifiers::Shift) {
if let Some(body_part) = self.state.grabbed_object {
if Some(body_part.0) != self.ground_handle {
self.graphics.remove_body_nodes(window, body_part.0);
self.bodies.remove(body_part.0);
}
}
self.state.grabbed_object = None;
} else if modifier.contains(Modifiers::Alt) {
self.state.drawing_ray = Some(self.cursor_pos);
} else if !modifier.contains(Modifiers::Control) {
if let Some(body) = self.state.grabbed_object {
if let Some(joint) = self.state.grabbed_object_constraint {
let _ = self.constraints.remove(joint);
}
let body_pos = self.bodies.get(body.0).unwrap().part(body.1).unwrap().position();
let attach1 = self.cursor_pos;
let attach2 = body_pos.inverse() * attach1;
if let Some(ground) = self.ground_handle {
let joint = MouseConstraint::new(
BodyPartHandle(ground, 0),
body,
attach1,
attach2,
1.0,
);
self.state.grabbed_object_constraint =
Some(self.constraints.insert(joint));
}
for node in self
.graphics
.body_nodes_mut(body.0)
.unwrap()
.iter_mut()
{
node.select()
}
}
event.inhibited = true;
} else {
self.state.grabbed_object = None;
}
}
WindowEvent::MouseButton(MouseButton::Button1, Action::Release, _) => {
if let Some(body) = self.state.grabbed_object {
for n in self
.graphics
.body_nodes_mut(body.0)
.unwrap()
.iter_mut()
{
n.unselect()
}
}
if let Some(joint) = self.state.grabbed_object_constraint {
let _ = self.constraints.remove(joint);
}
if let Some(start) = self.state.drawing_ray {
self.graphics.add_ray(Ray::new(start, self.cursor_pos - start));
}
self.state.drawing_ray = None;
self.state.grabbed_object = None;
self.state.grabbed_object_constraint = None;
}
WindowEvent::CursorPos(x, y, modifiers) => {
self.cursor_pos.x = x as f32;
self.cursor_pos.y = y as f32;
self.cursor_pos = self
.graphics
.camera()
.unproject(&self.cursor_pos, &na::convert(window.size()));
let attach2 = self.cursor_pos;
if self.state.grabbed_object.is_some() {
let joint = self.state.grabbed_object_constraint.unwrap();
let joint = self
.constraints
.get_mut(joint)
.unwrap()
.downcast_mut::<MouseConstraint<f32, DefaultBodyHandle>>()
.unwrap();
joint.set_anchor_1(attach2);
}
event.inhibited = modifiers.contains(Modifiers::Control)
|| modifiers.contains(Modifiers::Shift);
}
_ => {}
}
}
#[cfg(feature = "dim3")]
fn handle_special_event(&mut self, window: &mut Window, mut event: Event) {
if window.is_conrod_ui_capturing_mouse() {
return;
}
match event.value {
WindowEvent::MouseButton(MouseButton::Button1, Action::Press, modifier) => {
if modifier.contains(Modifiers::Alt) {
let size = window.size();
let (pos, dir) = self
.graphics
.camera()
.unproject(&self.cursor_pos, &na::convert(size));
let ray = Ray::new(pos, dir);
self.graphics.add_ray(ray);
event.inhibited = true;
} else if modifier.contains(Modifiers::Shift) {
let size = window.size();
let (pos, dir) = self
.graphics
.camera()
.unproject(&self.cursor_pos, &na::convert(size));
let ray = Ray::new(pos, dir);
let mut mintoi = Bounded::max_value();
let mut minb = None;
let all_groups = CollisionGroups::new();
for (_, b, inter) in self.geometrical_world
.interferences_with_ray(&self.colliders, &ray, &all_groups)
{
if !b.query_type().is_proximity_query() && inter.toi < mintoi {
mintoi = inter.toi;
let subshape = b.shape().subshape_containing_feature(inter.feature);
minb = Some(b.body_part(subshape));
}
}
if let Some(body_part) = minb {
if modifier.contains(Modifiers::Control) {
if Some(body_part.0) != self.ground_handle {
self.graphics.remove_body_nodes(window, body_part.0);
self.bodies.remove(body_part.0);
}
} else {
self.bodies.get_mut(body_part.0)
.unwrap()
.apply_force_at_point(body_part.1,
&(ray.dir.normalize() * 0.01),
&ray.point_at(mintoi),
ForceType::Impulse,
true);
}
}
event.inhibited = true;
} else if !modifier.contains(Modifiers::Control) {
match self.state.grabbed_object {
Some(body) => for n in self
.graphics
.body_nodes_mut(body.0)
.unwrap()
.iter_mut()
{
n.unselect()
},
None => {}
}
let size = window.size();
let (pos, dir) = self
.graphics
.camera()
.unproject(&self.cursor_pos, &na::convert(size));
let ray = Ray::new(pos, dir);
let mut mintoi = Bounded::max_value();
let mut minb = None;
let all_groups = CollisionGroups::new();
for (_, b, inter) in self
.geometrical_world
.interferences_with_ray(&self.colliders, &ray, &all_groups)
{
if ((Some(b.body()) != self.ground_handle) || self.state.can_grab_behind_ground) &&
!b.query_type().is_proximity_query() && inter.toi < mintoi {
mintoi = inter.toi;
let subshape = b.shape().subshape_containing_feature(inter.feature);
minb = Some(b.body_part(subshape));
}
}
if let Some(body_part_handle) = minb {
if self.bodies.get(body_part_handle.0).unwrap().status_dependent_ndofs() != 0 {
self.state.grabbed_object = minb;
for n in self
.graphics
.body_nodes_mut(body_part_handle.0)
.unwrap()
.iter_mut()
{
if let Some(joint) = self.state.grabbed_object_constraint {
let constraint = self.constraints.remove(joint).unwrap();
let (b1, b2) = constraint.anchors();
self.bodies.get_mut(b1.0).unwrap().activate();
self.bodies.get_mut(b2.0).unwrap().activate();
}
let attach1 = ray.origin + ray.dir * mintoi;
let attach2 = {
let body = self.bodies.get_mut(body_part_handle.0).unwrap();
body.activate();
let part = body.part(body_part_handle.1).unwrap();
body.material_point_at_world_point(part, &attach1)
};
if let Some(ground_handle) = self.ground_handle {
let constraint = MouseConstraint::new(
BodyPartHandle(ground_handle, 0),
body_part_handle,
attach1,
attach2,
1.0,
);
self.state.grabbed_object_plane = (attach1, -ray.dir);
self.state.grabbed_object_constraint = Some(self.constraints.insert(constraint));
}
n.select()
}
}
}
event.inhibited = true;
}
}
WindowEvent::MouseButton(MouseButton::Button1, Action::Release, _) => {
if let Some(body_part) = self.state.grabbed_object {
for n in self
.graphics
.body_nodes_mut(body_part.0)
.unwrap()
.iter_mut()
{
n.unselect()
}
}
if let Some(joint) = self.state.grabbed_object_constraint {
let constraint = self.constraints.remove(joint).unwrap();
let (b1, b2) = constraint.anchors();
self.bodies.get_mut(b1.0).unwrap().activate();
self.bodies.get_mut(b2.0).unwrap().activate();
}
self.state.grabbed_object = None;
self.state.grabbed_object_constraint = None;
}
WindowEvent::CursorPos(x, y, modifiers) => {
self.cursor_pos.x = x as f32;
self.cursor_pos.y = y as f32;
if let Some(joint) = self.state.grabbed_object_constraint {
let size = window.size();
let (pos, dir) = self
.graphics
.camera()
.unproject(&self.cursor_pos, &na::convert(size));
let (ref ppos, ref pdir) = self.state.grabbed_object_plane;
if let Some(inter) =
query::ray_toi_with_plane(ppos, pdir, &Ray::new(pos, dir))
{
let joint = self.constraints
.get_mut(joint)
.unwrap()
.downcast_mut::<MouseConstraint<f32, DefaultBodyHandle>>()
.unwrap();
joint.set_anchor_1(pos + dir * inter)
}
}
event.inhibited = modifiers.contains(Modifiers::Shift);
}
_ => {}
}
}
}
type CameraEffects<'a> = (
Option<&'a mut dyn Camera>,
Option<&'a mut dyn PlanarCamera>,
Option<&'a mut dyn PostProcessingEffect>,
);
impl State for Testbed {
fn cameras_and_effect(&mut self) -> CameraEffects<'_> {
#[cfg(feature = "dim2")]
let result = (None, Some(self.graphics.camera_mut() as &mut dyn PlanarCamera), None);
#[cfg(feature = "dim3")]
let result = (Some(self.graphics.camera_mut() as &mut dyn Camera), None, None);
result
}
fn step(&mut self, window: &mut Window) {
self.ui.update(window, &mut self.mechanical_world, &mut self.state);
{
let backend_changed = self.state.action_flags.contains(TestbedActionFlags::BACKEND_CHANGED);
if backend_changed {
self.state.action_flags.set(TestbedActionFlags::BACKEND_CHANGED, false);
self.state.action_flags.set(TestbedActionFlags::EXAMPLE_CHANGED, true);
self.camera_locked = true;
}
let restarted = self.state.action_flags.contains(TestbedActionFlags::RESTART);
if restarted {
self.state.action_flags.set(TestbedActionFlags::RESTART, false);
self.camera_locked = true;
self.state.action_flags.set(TestbedActionFlags::EXAMPLE_CHANGED, true);
}
let example_changed = self.state.action_flags.contains(TestbedActionFlags::EXAMPLE_CHANGED);
if example_changed {
self.state.action_flags.set(TestbedActionFlags::EXAMPLE_CHANGED, false);
self.clear(window);
self.builders[self.state.selected_example].1(self);
self.camera_locked = false;
}
if self.state.action_flags.contains(TestbedActionFlags::RESET_WORLD_GRAPHICS) {
self.state.action_flags.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, false);
for (handle, _) in self.colliders.iter() {
self.graphics.add(window, handle, &self.colliders);
}
}
if example_changed || self.state.prev_flags.contains(TestbedStateFlags::WIREFRAME) !=
self.state.flags.contains(TestbedStateFlags::WIREFRAME) {
self.graphics.toggle_wireframe_mode(&self.colliders, self.state.flags.contains(TestbedStateFlags::WIREFRAME))
}
if self.state.prev_flags.contains(TestbedStateFlags::SLEEP) !=
self.state.flags.contains(TestbedStateFlags::SLEEP) {
if self.state.flags.contains(TestbedStateFlags::SLEEP) {
for (_, body) in self.bodies.iter_mut() {
body.set_deactivation_threshold(Some(ActivationStatus::default_threshold()))
}
} else {
for (_, body) in self.bodies.iter_mut() {
body.activate();
body.set_deactivation_threshold(None)
}
}
}
if self.state.prev_flags.contains(TestbedStateFlags::SUB_STEPPING) !=
self.state.flags.contains(TestbedStateFlags::SUB_STEPPING) {
self.mechanical_world.integration_parameters.return_after_ccd_substep = self.state.flags.contains(TestbedStateFlags::SUB_STEPPING);
}
if self.state.prev_flags.contains(TestbedStateFlags::SHAPES) !=
self.state.flags.contains(TestbedStateFlags::SHAPES) {
unimplemented!()
}
if self.state.prev_flags.contains(TestbedStateFlags::JOINTS) !=
self.state.flags.contains(TestbedStateFlags::JOINTS) {
unimplemented!()
}
if example_changed || self.state.prev_flags.contains(TestbedStateFlags::AABBS) !=
self.state.flags.contains(TestbedStateFlags::AABBS) {
if self.state.flags.contains(TestbedStateFlags::AABBS) {
self.graphics.show_aabbs(&self.geometrical_world, &self.colliders, window)
} else {
self.graphics.hide_aabbs(window)
}
}
if self.state.prev_flags.contains(TestbedStateFlags::CENTER_OF_MASSES) !=
self.state.flags.contains(TestbedStateFlags::CENTER_OF_MASSES) {
unimplemented!()
}
}
self.state.prev_flags = self.state.flags;
for event in window.events().iter() {
let event = self.handle_common_event(event);
self.handle_special_event(window, event);
}
if self.state.running != RunMode::Stop {
for _ in 0..self.nsteps {
if self.state.selected_backend == NPHYSICS_BACKEND {
self.mechanical_world.step(
&mut self.geometrical_world,
&mut self.bodies,
&mut self.colliders,
&mut self.constraints,
&mut self.forces
);
}
#[cfg(feature = "box2d-backend")]
{
if self.state.selected_backend == BOX2D_BACKEND {
self.box2d.as_mut().unwrap().step(&mut self.mechanical_world);
self.box2d.as_mut().unwrap().sync(&mut self.bodies, &mut self.colliders);
}
}
for f in &self.callbacks {
f(&mut self.mechanical_world, &mut self.geometrical_world, &mut self.bodies, &mut self.colliders, &mut self.graphics, self.time)
}
if !self.hide_counters {
#[cfg(not(feature = "log"))]
println!("{}", self.mechanical_world.counters);
#[cfg(feature = "log")]
debug!("{}", self.mechanical_world.counters);
}
self.time += self.mechanical_world.timestep();
}
}
self.graphics.draw(&self.geometrical_world, &self.colliders, window);
if self.state.flags.contains(TestbedStateFlags::CONTACT_POINTS) {
draw_collisions(
window,
&self.geometrical_world,
&self.colliders,
&mut self.persistant_contacts,
self.state.running != RunMode::Stop,
);
}
if self.state.running == RunMode::Step {
self.state.running = RunMode::Stop;
}
if self.state.running == RunMode::Quit {
window.close()
}
let color = Point3::new(0.0, 0.0, 0.0);
if true {
let counters = self.mechanical_world.counters;
let profile = format!(
r#"Total: {:.2}ms
Collision detection: {:.2}ms
|_ Broad-phase: {:.2}ms
Narrow-phase: {:.2}ms
Island computation: {:.2}ms
Solver: {:.2}ms
|_ Assembly: {:.2}ms
Velocity resolution: {:.2}ms
Position resolution: {:.2}ms
CCD: {:.2}ms
|_ # of substeps: {}
TOI computation: {:.2}ms
Broad-phase: {:.2}ms
Narrow-phase: {:.2}ms
Solver: {:.2}ms"#,
counters.step_time() * 1000.0,
counters.collision_detection_time() * 1000.0,
counters.broad_phase_time() * 1000.0,
counters.narrow_phase_time() * 1000.0,
counters.island_construction_time() * 1000.0,
counters.solver_time() * 1000.0,
counters.assembly_time() * 1000.0,
counters.velocity_resolution_time() * 1000.0,
counters.position_resolution_time() * 1000.0,
counters.ccd_time() * 1000.0,
counters.ccd.num_substeps,
counters.ccd.toi_computation_time.time() * 1000.0,
counters.ccd.broad_phase_time.time() * 1000.0,
counters.ccd.narrow_phase_time.time() * 1000.0,
counters.ccd.solver_time.time() * 1000.0);
if self.state.flags.contains(TestbedStateFlags::PROFILE) {
window.draw_text(
&profile,
&Point2::origin(),
45.0,
&self.font,
&color,
);
}
} else {
window.draw_text("Paused", &Point2::origin(), 60.0, &self.font, &color);
}
}
}
fn draw_collisions(
window: &mut Window,
geometrical_world: &DefaultGeometricalWorld<f32>,
colliders: &DefaultColliderSet<f32>,
existing: &mut HashMap<ContactId, bool>,
running: bool,
) {
for (_, _, _, _, _, manifold) in geometrical_world.contact_pairs(colliders, false) {
for c in manifold.contacts() {
existing
.entry(c.id)
.and_modify(|value| {
if running {
*value = true
}
})
.or_insert(false);
let color = if c.contact.depth < 0.0 {
Point3::new(0.0, 0.0, 1.0)
} else {
Point3::new(1.0, 0.0, 0.0)
};
window.draw_graphics_line(&(c.contact.world1), &c.contact.world2, &color);
}
}
}