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
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
//! Physics pipeline structures.

use crate::geometry::{
    BroadPhase, BroadPhasePairEvent, ColliderChanges, ColliderHandle, ColliderPair, NarrowPhase,
};
use crate::math::Real;
use crate::pipeline::{EventHandler, PhysicsHooks};
use crate::{dynamics::RigidBodySet, geometry::ColliderSet};

/// The collision pipeline, responsible for performing collision detection between colliders.
///
/// This structure only contains temporary data buffers. It can be dropped and replaced by a fresh
/// copy at any time. For performance reasons it is recommended to reuse the same physics pipeline
/// instance to benefit from the cached data.
// NOTE: this contains only workspace data, so there is no point in making this serializable.
pub struct CollisionPipeline {
    broadphase_collider_pairs: Vec<ColliderPair>,
    broad_phase_events: Vec<BroadPhasePairEvent>,
}

#[allow(dead_code)]
fn check_pipeline_send_sync() {
    fn do_test<T: Sync>() {}
    do_test::<CollisionPipeline>();
}

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

impl CollisionPipeline {
    /// Initializes a new physics pipeline.
    pub fn new() -> CollisionPipeline {
        CollisionPipeline {
            broadphase_collider_pairs: Vec::new(),
            broad_phase_events: Vec::new(),
        }
    }

    fn detect_collisions(
        &mut self,
        prediction_distance: Real,
        broad_phase: &mut BroadPhase,
        narrow_phase: &mut NarrowPhase,
        bodies: &mut RigidBodySet,
        colliders: &mut ColliderSet,
        modified_colliders: &[ColliderHandle],
        removed_colliders: &[ColliderHandle],
        hooks: &dyn PhysicsHooks,
        events: &dyn EventHandler,
        handle_user_changes: bool,
    ) {
        // Update broad-phase.
        self.broad_phase_events.clear();
        self.broadphase_collider_pairs.clear();

        broad_phase.update(
            prediction_distance,
            colliders,
            modified_colliders,
            removed_colliders,
            &mut self.broad_phase_events,
        );

        // Update narrow-phase.
        if handle_user_changes {
            narrow_phase.handle_user_changes(
                None,
                modified_colliders,
                removed_colliders,
                colliders,
                bodies,
                events,
            );
        }

        narrow_phase.register_pairs(None, colliders, bodies, &self.broad_phase_events, events);
        narrow_phase.compute_contacts(
            prediction_distance,
            bodies,
            colliders,
            modified_colliders,
            hooks,
            events,
        );
        narrow_phase.compute_intersections(bodies, colliders, modified_colliders, hooks, events);
    }

    fn clear_modified_colliders(
        &mut self,
        colliders: &mut ColliderSet,
        modified_colliders: &mut Vec<ColliderHandle>,
    ) {
        for handle in modified_colliders.drain(..) {
            colliders.index_mut_internal(handle).changes = ColliderChanges::empty();
        }
    }

    /// Executes one step of the collision detection.
    pub fn step(
        &mut self,
        prediction_distance: Real,
        broad_phase: &mut BroadPhase,
        narrow_phase: &mut NarrowPhase,
        bodies: &mut RigidBodySet,
        colliders: &mut ColliderSet,
        hooks: &dyn PhysicsHooks,
        events: &dyn EventHandler,
    ) {
        let modified_bodies = bodies.take_modified();
        let mut modified_colliders = colliders.take_modified();
        let mut removed_colliders = colliders.take_removed();

        super::user_changes::handle_user_changes_to_colliders(
            bodies,
            colliders,
            &modified_colliders[..],
        );
        super::user_changes::handle_user_changes_to_rigid_bodies(
            None,
            bodies,
            colliders,
            &modified_bodies,
            &mut modified_colliders,
        );
        self.detect_collisions(
            prediction_distance,
            broad_phase,
            narrow_phase,
            bodies,
            colliders,
            &modified_colliders[..],
            &mut removed_colliders,
            hooks,
            events,
            true,
        );

        self.clear_modified_colliders(colliders, &mut modified_colliders);
        removed_colliders.clear();
    }
}

#[cfg(test)]
mod tests {

    #[test]
    #[cfg(feature = "dim3")]
    pub fn test_no_rigid_bodies() {
        use crate::prelude::*;
        let mut rigid_body_set = RigidBodySet::new();
        let mut collider_set = ColliderSet::new();

        /* Create the ground. */
        let collider_a = ColliderBuilder::cuboid(1.0, 1.0, 1.0)
            .active_collision_types(ActiveCollisionTypes::all())
            .sensor(true)
            .active_events(ActiveEvents::COLLISION_EVENTS)
            .build();

        let a_handle = collider_set.insert(collider_a);

        let collider_b = ColliderBuilder::cuboid(1.0, 1.0, 1.0)
            .active_collision_types(ActiveCollisionTypes::all())
            .sensor(true)
            .active_events(ActiveEvents::COLLISION_EVENTS)
            .build();

        let _ = collider_set.insert(collider_b);

        let integration_parameters = IntegrationParameters::default();
        let mut broad_phase = BroadPhase::new();
        let mut narrow_phase = NarrowPhase::new();
        let mut collision_pipeline = CollisionPipeline::new();
        let physics_hooks = ();

        collision_pipeline.step(
            integration_parameters.prediction_distance,
            &mut broad_phase,
            &mut narrow_phase,
            &mut rigid_body_set,
            &mut collider_set,
            &physics_hooks,
            &(),
        );

        let mut hit = false;

        for (_, _, intersecting) in narrow_phase.intersections_with(a_handle) {
            if intersecting {
                hit = true;
            }
        }

        assert!(hit, "No hit found");
    }

    #[test]
    #[cfg(feature = "dim2")]
    pub fn test_no_rigid_bodies() {
        use crate::prelude::*;
        let mut rigid_body_set = RigidBodySet::new();
        let mut collider_set = ColliderSet::new();

        /* Create the ground. */
        let collider_a = ColliderBuilder::cuboid(1.0, 1.0)
            .active_collision_types(ActiveCollisionTypes::all())
            .sensor(true)
            .active_events(ActiveEvents::COLLISION_EVENTS)
            .build();

        let a_handle = collider_set.insert(collider_a);

        let collider_b = ColliderBuilder::cuboid(1.0, 1.0)
            .active_collision_types(ActiveCollisionTypes::all())
            .sensor(true)
            .active_events(ActiveEvents::COLLISION_EVENTS)
            .build();

        let _ = collider_set.insert(collider_b);

        let integration_parameters = IntegrationParameters::default();
        let mut broad_phase = BroadPhase::new();
        let mut narrow_phase = NarrowPhase::new();
        let mut collision_pipeline = CollisionPipeline::new();
        let physics_hooks = ();

        collision_pipeline.step(
            integration_parameters.prediction_distance,
            &mut broad_phase,
            &mut narrow_phase,
            &mut rigid_body_set,
            &mut collider_set,
            &physics_hooks,
            &(),
        );

        let mut hit = false;

        for (_, _, intersecting) in narrow_phase.intersections_with(a_handle) {
            if intersecting {
                hit = true;
            }
        }

        assert!(hit, "No hit found");
    }
}