1
  2
  3
  4
  5
  6
  7
  8
  9
 10
 11
 12
 13
 14
 15
 16
 17
 18
 19
 20
 21
 22
 23
 24
 25
 26
 27
 28
 29
 30
 31
 32
 33
 34
 35
 36
 37
 38
 39
 40
 41
 42
 43
 44
 45
 46
 47
 48
 49
 50
 51
 52
 53
 54
 55
 56
 57
 58
 59
 60
 61
 62
 63
 64
 65
 66
 67
 68
 69
 70
 71
 72
 73
 74
 75
 76
 77
 78
 79
 80
 81
 82
 83
 84
 85
 86
 87
 88
 89
 90
 91
 92
 93
 94
 95
 96
 97
 98
 99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
#[macro_use]
extern crate log;
extern crate ncollide3d as ncollide;
extern crate nphysics3d as nphysics;

use std::collections::HashMap;

pub use nalgebra as math;
use nalgebra::{RealField, Scalar};
use nphysics::{
    object::{BodyHandle, ColliderHandle},
    world::World,
};
use specs::world::Index;

pub use self::{
    body::{PhysicsBody, PhysicsBodyBuilder},
    collider::{PhysicsCollider, PhysicsColliderBuilder, Shape},
};
use specs::{Component, DenseVecStorage, Dispatcher, DispatcherBuilder, Entity, FlaggedStorage};
use specs_hierarchy::Parent;

use self::{
    body::Position,
    math::Vector3,
    systems::{
        PhysicsStepperSystem,
        SyncBodiesToPhysicsSystem,
        SyncCollidersToPhysicsSystem,
        SyncGravityToPhysicsSystem,
        SyncPositionsFromPhysicsSystem,
    },
};

pub mod body;
pub mod collider;
pub mod systems;

/// The `Physics` `Resource` contains the nphysics `World` and a set of
/// `HashMap`s containing handles to objects of the `World`. These are necessary
/// so we can properly react to removed `Component`s and clean up our `World`
/// accordingly.
pub struct Physics<N: RealField> {
    world: World<N>,

    body_handles: HashMap<Index, BodyHandle>,
    collider_handles: HashMap<Index, ColliderHandle>,
}

impl<N: RealField> Default for Physics<N> {
    fn default() -> Self {
        Self {
            world: World::new(),
            body_handles: HashMap::new(),
            collider_handles: HashMap::new(),
        }
    }
}

/// `Gravity` is a newtype for `Vector3`. It represents a constant
/// acceleration affecting all physical objects in the scene.
pub struct Gravity<N: RealField + Scalar>(Vector3<N>);

impl<N: RealField + Scalar> Default for Gravity<N> {
    fn default() -> Self {
        Self(Vector3::repeat(N::zero()))
    }
}

/// The `TimeStep` is used to set the timestep of the nphysics integration, see
/// `nphysics::world::World::set_timestep(..)`.
pub struct TimeStep<N: RealField>(N);

/// The `PhysicsParent` `Component` is used to represent a parent/child
/// relationship between physics based `Entity`s.
#[derive(Debug, Clone, Eq, Ord, PartialEq, PartialOrd)]
pub struct PhysicsParent {
    pub entity: Entity,
}

impl Component for PhysicsParent {
    type Storage = FlaggedStorage<Self, DenseVecStorage<Self>>;
}

impl Parent for PhysicsParent {
    fn parent_entity(&self) -> Entity {
        self.entity
    }
}

/// Convenience function for configuring and building a `Dispatcher` with all
/// required physics related `System`s.
pub fn physics_dispatcher<'a, 'b, N, P>() -> Dispatcher<'a, 'b>
where
    N: RealField,
    P: Component<Storage = FlaggedStorage<P, DenseVecStorage<P>>> + Position<N> + Send + Sync,
{
    let mut dispatcher_builder = DispatcherBuilder::new();
    register_physics_systems::<N, P>(&mut dispatcher_builder);

    dispatcher_builder.build()
}

/// Convenience function for registering all required physics related `System`s
/// to the given `DispatcherBuilder`. This also serves as a blueprint on how
///// to properly set up the `System`s and have them depend on each other.
pub fn register_physics_systems<N, P>(dispatcher_builder: &mut DispatcherBuilder)
where
    N: RealField,
    P: Component<Storage = FlaggedStorage<P, DenseVecStorage<P>>> + Position<N> + Send + Sync,
{
    // add SyncBodiesToPhysicsSystem first since we have to start with bodies;
    // colliders can exist without a body but in most cases have a body parent
    dispatcher_builder.add(
        SyncBodiesToPhysicsSystem::<N, P>::default(),
        "sync_bodies_to_physics_system",
        &[],
    );

    // add SyncCollidersToPhysicsSystem next with SyncBodiesToPhysicsSystem as its
    // dependency
    dispatcher_builder.add(
        SyncCollidersToPhysicsSystem::<N, P>::default(),
        "sync_colliders_to_physics_system",
        &["sync_bodies_to_physics_system"],
    );

    // add SyncGravityToPhysicsSystem; this System can be added at any point in time
    // as it merely handles the gravity value of the nphysics World, thus it has no
    // other dependencies
    dispatcher_builder.add(
        SyncGravityToPhysicsSystem::<N>::default(),
        "sync_gravity_to_physics_system",
        &[],
    );

    // add PhysicsStepperSystem after all other Systems that write data to the
    // nphysics World and has to depend on them; this System is used to progress the
    // nphysics World for all existing objects
    dispatcher_builder.add(
        PhysicsStepperSystem::<N>::default(),
        "physics_stepper_system",
        &[
            "sync_bodies_to_physics_system",
            "sync_colliders_to_physics_system",
            "sync_gravity_to_physics_system",
        ],
    );

    // add SyncPositionsFromPhysicsSystem last as it handles the
    // synchronisation between nphysics World bodies and the Position
    // components; this depends on the PhysicsStepperSystem
    dispatcher_builder.add(
        SyncPositionsFromPhysicsSystem::<N, P>::default(),
        "sync_positions_from_physics_system",
        &["physics_stepper_system"],
    );
}