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//! Collision detection implementation.
use std::hash::BuildHasherDefault;
use indexmap::IndexMap;
use rapier::Vector;
use rapier2d::geometry::InteractionGroups;
pub use rapier2d::prelude as rapier;
pub use shape::*;
pub mod filtering;
mod shape;
use crate::collisions::filtering::CollisionGroup;
use crate::collisions::filtering::SolverGroup;
use crate::impl_system_param;
use crate::prelude::*;
/// Resource containing the data structures needed for rapier collision detection.
#[derive(HasSchema, Default)]
pub struct RapierContext {
pub collision_pipeline: rapier::CollisionPipeline,
pub broad_phase: rapier::DefaultBroadPhase,
pub narrow_phase: rapier::NarrowPhase,
pub query_pipeline: rapier::QueryPipeline,
pub collider_set: rapier::ColliderSet,
pub rigid_body_set: rapier::RigidBodySet,
pub collider_shape_cache: ColliderShapeCache,
pub collision_cache: CollisionCache,
pub physics_hooks: PhysicsHooks,
pub physics_pipeline: rapier::PhysicsPipeline,
pub islands: rapier::IslandManager,
pub impulse_joints: rapier::ImpulseJointSet,
pub ccd_solver: rapier::CCDSolver,
pub multibody_joints: rapier::MultibodyJointSet,
pub integration_params: rapier::IntegrationParameters,
}
impl Clone for RapierContext {
fn clone(&self) -> Self {
Self {
// The collision pipeline is just a cache and while we can't clone it, creating a new one is
// perfectly valid.
collision_pipeline: default(),
broad_phase: self.broad_phase.clone(),
narrow_phase: self.narrow_phase.clone(),
query_pipeline: self.query_pipeline.clone(),
collider_set: self.collider_set.clone(),
rigid_body_set: self.rigid_body_set.clone(),
collider_shape_cache: self.collider_shape_cache.clone(),
collision_cache: self.collision_cache.clone(),
physics_hooks: self.physics_hooks.clone(),
// Probably should keep this around, it's safe to drop data as only temp buffers,
// but re-creating may hurt performance.
physics_pipeline: rapier::PhysicsPipeline::default(),
islands: self.islands.clone(),
impulse_joints: self.impulse_joints.clone(),
ccd_solver: self.ccd_solver.clone(),
multibody_joints: self.multibody_joints.clone(),
integration_params: self.integration_params,
}
}
}
/// A cache containing a map of entities, to the list of entities that each entity is currently
/// intersecting with.
pub struct CollisionCache {
/// The collisions in the cache.
pub collisions: Arc<AtomicCell<IndexMap<Entity, Vec<Entity>, EntityBuildHasher>>>,
/// Map removed collider handles to entities. When Rapier gives collision event for removal,
/// the collider is no longer in [`rapier::ColliderSet`], thus we cannot retrieve our user data
/// and determine entity to be removed.
///
/// Colliders should be added here on removal for event processing, this is cleared each frame.
///
/// TODO: Consider a safer way to handle this that doesn't involve remembering to update this on
/// removal.
removed_colliders: IndexMap<rapier::ColliderHandle, Entity>,
}
impl Default for CollisionCache {
fn default() -> Self {
Self {
collisions: Arc::new(AtomicCell::new(IndexMap::default())),
removed_colliders: Default::default(),
}
}
}
/// Pass-through hasher for entities to reduce hashing cost when using them as keys in a hash map.
#[derive(Default)]
pub struct EntityHasher {
bytes_so_far: usize,
data: [u8; 8],
}
type EntityBuildHasher = BuildHasherDefault<EntityHasher>;
impl std::hash::Hasher for EntityHasher {
fn finish(&self) -> u64 {
u64::from_ne_bytes(self.data)
}
fn write(&mut self, bytes: &[u8]) {
if self.bytes_so_far + bytes.len() <= 8 {
self.data[self.bytes_so_far..(self.bytes_so_far + bytes.len())].copy_from_slice(bytes);
self.bytes_so_far += bytes.len()
} else {
panic!("Too much data for `EntityHasher`. Will only accept 64 bits.")
}
}
}
impl CollisionCache {
/// Get the set of entities that the given `entity` is intersecting.
pub fn get(&self, entity: Entity) -> RefMut<'_, Vec<Entity>> {
RefMut::map(self.collisions.borrow_mut(), |x| {
x.entry(entity).or_default()
})
}
/// Notify cache of removal of collider to correctly handle stop event on removed collider.
/// see `Self::removed_colliders_userdata` field comment for details.
pub fn collider_removed(&mut self, entity: Entity, collider_handle: rapier::ColliderHandle) {
self.removed_colliders.insert(collider_handle, entity);
}
/// Clear tracked data for removed colliders this frame (call after rapier update)
pub fn clear_removed_colliders(&mut self) {
self.removed_colliders.clear();
}
}
impl Clone for CollisionCache {
fn clone(&self) -> Self {
Self {
collisions: Arc::new(AtomicCell::new((*self.collisions.borrow()).clone())),
removed_colliders: self.removed_colliders.clone(),
}
}
}
/// Update the collision cache with rapier collision events.
impl rapier::EventHandler for &mut CollisionCache {
fn handle_collision_event(
&self,
_bodies: &rapier::RigidBodySet,
colliders: &rapier::ColliderSet,
event: rapier::CollisionEvent,
_contact_pair: Option<&rapier::ContactPair>,
) {
match event {
rapier::CollisionEvent::Started(a, b, _) => {
let a_ent = RapierUserData::entity(colliders.get(a).unwrap().user_data);
let b_ent = RapierUserData::entity(colliders.get(b).unwrap().user_data);
self.collisions
.borrow_mut()
.entry(a_ent)
.or_default()
.push(b_ent);
self.collisions
.borrow_mut()
.entry(b_ent)
.or_default()
.push(a_ent);
}
rapier::CollisionEvent::Stopped(a, b, _) => {
let a_ent = match colliders.get(a) {
Some(a) => RapierUserData::entity(a.user_data),
None => {
if let Some(a_ent) = self.removed_colliders.get(&a) {
*a_ent
} else {
return;
}
}
};
let b_ent = match colliders.get(b) {
Some(b) => RapierUserData::entity(b.user_data),
None => {
if let Some(b_ent) = self.removed_colliders.get(&b) {
*b_ent
} else {
return;
}
}
};
self.collisions
.borrow_mut()
.entry(a_ent)
.or_default()
.retain(|e| e != &b_ent);
self.collisions
.borrow_mut()
.entry(b_ent)
.or_default()
.retain(|e| e != &a_ent);
}
}
}
fn handle_contact_force_event(
&self,
_dt: rapier::Real,
_bodies: &rapier::RigidBodySet,
_colliders: &rapier::ColliderSet,
_contact_pair: &rapier::ContactPair,
_total_force_magnitude: rapier::Real,
) {
}
}
/// Errors produced from physics system
#[derive(thiserror::Error, Debug)]
pub enum PhysicsError {
#[error("Physics body not initialized: {0}")]
BodyNotInitialized(String),
}
#[derive(Default, Clone)]
pub struct PhysicsHooks;
impl rapier::PhysicsHooks for PhysicsHooks {
fn filter_contact_pair(
&self,
_context: &rapier::PairFilterContext,
) -> Option<rapier::SolverFlags> {
// No contact pair filtering hook currently implemented
Some(rapier::SolverFlags::COMPUTE_IMPULSES)
}
fn filter_intersection_pair(&self, _context: &rapier::PairFilterContext) -> bool {
// No intersection pair hook currently implemented
true
}
fn modify_solver_contacts(&self, context: &mut rapier::ContactModificationContext) {
// Determine if jump through modifiation is needed:
// (If one body is a player, and other is jump through tile.)
let collider1 = context.colliders.get(context.collider1).unwrap();
let body1 = context.bodies.get(context.rigid_body1.unwrap()).unwrap();
let collider2 = context.colliders.get(context.collider2).unwrap();
let body2 = context.bodies.get(context.rigid_body2.unwrap()).unwrap();
let mut jump_through_body: Option<&rapier::RigidBody> = None;
let mut other_body: Option<&rapier::RigidBody> = None;
// Determine which body is jump through collider, if any.
if collider1
.solver_groups()
.memberships
.intersects(SolverGroup::JUMP_THROUGH.bits().into())
{
jump_through_body = Some(body1);
other_body = Some(body2);
} else if collider2
.solver_groups()
.memberships
.intersects(SolverGroup::JUMP_THROUGH.bits().into())
{
jump_through_body = Some(body2);
other_body = Some(body1);
}
if jump_through_body.is_some() {
let other_body = other_body.unwrap();
if other_body.linvel().y > 0.0 {
context.solver_contacts.clear();
}
}
}
}
impl_system_param! {
pub struct CollisionWorld<'a> {
entities: Res<'a, Entities>,
/// The rapier context.
ctx: ResMutInit<'a, RapierContext>,
/// Actors are things like players that move around and detect collisions, but don't collide
/// with other actors.
actors: CompMut<'a, Actor>,
/// Solids are things like walls and platforms, that aren't tiles, that have solid
/// collisions.
solids: CompMut<'a, Solid>,
/// A collider is anything that can detect collisions in the world other than tiles, and
/// must either be an [`Actor`] or [`Solid`] to participate in collision detection.
colliders: CompMut<'a, Collider>,
/// Contains the rapier collider handles for each map tile.
tile_rapier_handles: CompMut<'a, TileRapierHandle>,
tile_layers: Comp<'a, TileLayer>,
tile_collision_kinds: Comp<'a, TileCollisionKind>,
tile_dynamic_colliders: Comp<'a, TileDynamicCollider>,
spawned_map_layer_metas: Comp<'a, SpawnedMapLayerMeta>,
}
}
impl<'a> CollisionWorld<'a> {
/// Update shape of actor's [`Collider`]. Warns if entity does not have an [`Actor`] component.
///
/// Updates shape on `Collider` and rebuilds rapier's collider on rigidbody.
///
/// Use [`Self::set_actor_shape_from_builder`] for more control over new collider's settings.
pub fn set_actor_shape(&mut self, entity: Entity, shape: ColliderShape) {
let shared_shape = self.ctx.collider_shape_cache.shared_shape(shape);
let new_collider = build_actor_rapier_collider(entity, shared_shape.clone());
self.set_actor_shape_from_builder(entity, new_collider, shape);
}
/// Update shape of actor's [`Collider`]. Warns if entity does not have an [`Actor`] component.
///
/// Updates shape on `Collider` and rebuilds rapier's collider on rigidbody.
///
/// Accepts a [`rapier::ColliderBuilder`] (can get one with [`build_actor_rapier_collider`]) so
/// other settings may be configured on new collider.
pub fn set_actor_shape_from_builder(
&mut self,
entity: Entity,
mut collider_builder: rapier::ColliderBuilder,
shape: ColliderShape,
) {
if !self.actors.contains(entity) {
// This doesn't technically need be restricted, however we use default settings of collider for Actor,
// and function would need to be updated to do this correctly for Solids, Tiles, or other classes of body.
warn!("CollisionWorld::set_actor_shape called on entity that is not an Actor.");
return;
}
if let Some(collider) = self.colliders.get_mut(entity) {
collider.shape = shape;
if let Some(handle) = collider.rapier_handle {
let RapierContext {
rigid_body_set,
collision_cache,
collider_set,
islands,
..
} = &mut *self.ctx;
let rapier_body = rigid_body_set.get_mut(handle).unwrap();
{
let collider_handle = rapier_body.colliders()[0];
let current_rapier_collider = collider_set.get(collider_handle).unwrap();
// Update new collider with any settings that need to be synchronized
collider_builder = collider_builder.sensor(current_rapier_collider.is_sensor());
// Remove body's current collider
let wake_up = true;
collider_set.remove(collider_handle, islands, rigid_body_set, wake_up);
// Notify collision event cache handle was removed
//
// We may get a stop/start even while changing collider. This is required to make sure
// collision event is properly handled by rapier.
collision_cache.collider_removed(entity, collider_handle);
}
// Insert body's new collider
collider_set.insert_with_parent(collider_builder, handle, rigid_body_set);
} else {
// We have an existing Collider but no rapier body yet, shape was updated on Collider
// and will be used when body is created.
}
} else {
// No existing collider, insert new one with shape.
// Not really expecting this case to be called, but might as well handle it.
// rapier body will be created on next call to `sync_colliders`.
self.colliders.insert(
entity,
Collider {
shape,
..Default::default()
},
);
}
}
/// Call closure with mutable reference to [`rapier::RigidBody`] for entity.
///
/// # Errors
/// - [`PhysicsError::BodyNotInitialized`] when called before physics is updated to initialize body after
/// a [`Collider`] component is newly added. (If missing collider or rapier handle does not map to body).
pub fn mutate_rigidbody(
&mut self,
entity: Entity,
command: impl FnOnce(&mut rapier::RigidBody),
) -> Result<(), PhysicsError> {
if let Some(collider) = self.colliders.get(entity) {
if let Some(handle) = collider.rapier_handle {
if let Some(body) = self.ctx.rigid_body_set.get_mut(handle) {
command(body);
Ok(())
} else {
Err(PhysicsError::BodyNotInitialized(
"Rigidbody handle found but not in rigid body set.".to_string(),
))
}
} else {
Err(PhysicsError::BodyNotInitialized(
"Entity has collider that is missing rapier handle.".to_string(),
))
}
} else {
Err(PhysicsError::BodyNotInitialized(
"Entity does not have a Collider component.".to_string(),
))
}
}
}
/// Helper function for configuring ColliderBuilder for actors.
pub fn build_actor_rapier_collider(
entity: Entity,
shared_shape: rapier::SharedShape,
) -> rapier::ColliderBuilder {
// Do not filter collision pairs, get all collision events
let collision_membership = CollisionGroup::DEFAULT;
let collision_filter = CollisionGroup::ALL;
// Only generate contact forces (when simulating) with solids/tiles, not other dynamics.
// This is not relevant if only Kinematic, only relevant if DynamicBody is added and switched to simulating.
let simulation_membership = SolverGroup::DYNAMIC;
let simulation_filter = SolverGroup::SOLID_WORLD | SolverGroup::JUMP_THROUGH;
rapier::ColliderBuilder::new(shared_shape)
.active_events(rapier::ActiveEvents::COLLISION_EVENTS)
.active_collision_types(rapier::ActiveCollisionTypes::all())
.collision_groups(rapier::InteractionGroups::new(
collision_membership.bits().into(),
collision_filter.bits().into(),
))
.solver_groups(rapier::InteractionGroups::new(
simulation_membership.bits().into(),
simulation_filter.bits().into(),
))
.sensor(true)
.user_data(RapierUserData::from(entity))
}
/// An actor in the physics simulation.
#[derive(Default, Clone, Copy, Debug, HasSchema)]
#[repr(C)]
pub struct Actor;
/// A solid in the physics simulation.
#[derive(Default, Clone, Copy, Debug, HasSchema)]
#[repr(C)]
pub struct Solid {
pub disabled: bool,
pub pos: Vec2,
pub size: Vec2,
#[schema(opaque)]
pub rapier_handle: Option<rapier::RigidBodyHandle>,
}
/// A collider body in the physics simulation.
///
/// This is only used for actors in the simulation, not for tiles or solids.
#[derive(Default, Clone, Debug, HasSchema)]
#[repr(C)]
pub struct Collider {
// TODO: We used to have an offset here in the `Collider` struct, but I think maybe that should
// become a part of the collision shape, not part of the collider. So if you need an offset
// collider, maybe that means a compound collider shape with an offset collider in it.
//
// When we have a separate offset here, we have to remember and correctly apply the offset,
// every time we check a collision between this colliders shape, at the colliders transform. It
// kept causing bugs in colliders with offsets. That may still be the best option, and we just
// have to deal with it, but we should consider the offset being included in the collider shape.
pub shape: ColliderShape,
// Whether or not the collider is disabled.
pub disabled: bool,
/// Whether or not the collider wants to drop through jump-through platforms.
pub descent: bool,
/// Whether or not the collider is in the process of going through a jump-through platform.
pub seen_wood: bool,
/// The handle to the Rapier rigid body associated to this collider, if one has been spawned as
/// of yet.
#[schema(opaque)]
pub rapier_handle: Option<rapier::RigidBodyHandle>,
}
/// Component added to tiles that have been given corresponding rapier colliders.
#[derive(Default, Clone, Debug, HasSchema, Deref, DerefMut)]
pub struct TileRapierHandle(pub rapier::RigidBodyHandle);
/// Component added to tiles that have an additional collider used for interaction with
/// dynamic bodies that simulate physics.
///
/// This collider is added to rapier body stored in [`TileRapierHandle`]. If present,
/// default collider will not interact with dynamics, and this one will.
///
/// This is mostly useful for Jump through tiles.
#[derive(Default, Clone, HasSchema)]
pub struct TileDynamicCollider {
/// Shape of collider, should be contained within tile.
pub shape: ColliderShape,
/// Offset of collider from center of tile.
pub offset: Vec2,
}
/// Namespace struct for converting rapier collider user data to/from [`Entity`].
pub struct RapierUserData;
impl RapierUserData {
/// Create rapier user data value from the entity `e`.
pub fn from(e: Entity) -> u128 {
let mut out = 0u128;
out |= e.index() as u128;
out |= (e.generation() as u128) << 32;
out
}
/// Get an [`Entity`] from the given Rapier user data ( assuming the user data was created with
/// [`RapierUserData::from`] ).
pub fn entity(user_data: u128) -> Entity {
let index = (u32::MAX as u128) & user_data;
let generation = (u32::MAX as u128) & (user_data >> 32);
Entity::new(index as u32, generation as u32)
}
}
/// The kind of collision that a map tile has.
#[derive(Default, PartialEq, Eq, Clone, Copy, Debug, HasSchema, Serialize, Deserialize)]
#[repr(u8)]
#[derive_type_data(SchemaDeserialize)]
pub enum TileCollisionKind {
#[default]
Empty,
Solid,
JumpThrough,
}
impl TileCollisionKind {
/// Get the solver group for tile, this is collision filtering group
/// used against dynamic bodies that simulate physical collision.
/// Does not impact event filtering.
pub fn simulation_group_membership(&self) -> SolverGroup {
match self {
TileCollisionKind::Empty => SolverGroup::NONE,
TileCollisionKind::Solid => SolverGroup::SOLID_WORLD,
TileCollisionKind::JumpThrough => SolverGroup::JUMP_THROUGH,
}
}
}
/// Parameters for physics step
pub struct PhysicsParams {
/// Gravity (positive value is downward force)
pub gravity: f32,
/// Terminal velocity (effectively min velocity on y axis, body will not fall faster than this).
pub terminal_velocity: Option<f32>,
}
impl<'a> CollisionWorld<'a> {
/// Updates the collision world with the entity's actual transforms.
/// Advance physics, synchronize position of dynamic bodies.
///
/// If the transform of an entity is changed without calling `update()`, then collision queries
/// will be out-of-date with the actual entity positions.
///
/// > **⚠️ Warning:** This does **not** update the map tile collisions. To do that, call
/// > [`update_tiles()`][Self::update_tiles] instead.
pub fn update(
&mut self,
dt: f32,
physics_params: PhysicsParams,
transforms: &mut CompMut<Transform>,
dynamic_bodies: &mut CompMut<DynamicBody>,
) {
puffin::profile_function!();
self.sync_bodies(&*transforms, dynamic_bodies);
self.apply_simulation_commands(&mut *dynamic_bodies);
let RapierContext {
broad_phase,
collider_set,
query_pipeline,
collision_cache,
rigid_body_set,
narrow_phase,
physics_hooks,
physics_pipeline,
islands,
impulse_joints,
ccd_solver,
multibody_joints,
integration_params,
..
} = &mut *self.ctx;
// Delete any bodies that don't have alive entities
let mut to_delete = Vec::new();
for (handle, body) in rigid_body_set.iter() {
let entity = RapierUserData::entity(body.user_data);
if !self.entities.is_alive(entity) {
// Remove any collisions with the killed entity from the collision cache.
let mut collisions = collision_cache.collisions.borrow_mut();
let colliding_with = collisions.swap_remove(&entity);
if let Some(colliding_with) = colliding_with {
for other_entity in colliding_with {
if let Some(collisions) = collisions.get_mut(&other_entity) {
collisions.retain(|e| e != &entity);
}
}
}
// Delete the rigid body
to_delete.push(handle);
}
}
for body_handle in to_delete {
rigid_body_set.remove(
body_handle,
islands,
collider_set,
impulse_joints,
multibody_joints,
true,
);
}
// Step physics pipeline, also steps collision pipeline and updates collision cache.
integration_params.dt = dt;
physics_pipeline.step(
&Vector::new(0.0, -physics_params.gravity),
integration_params,
islands,
broad_phase,
narrow_phase,
rigid_body_set,
collider_set,
impulse_joints,
multibody_joints,
ccd_solver,
Some(query_pipeline),
physics_hooks,
&collision_cache,
);
// Force a full rebuild of broadphase
// PhysicsPipeline step should incrementally update it, but due to an issue with
// incrementally rebalancing BVH in parry2d, the tree becomes unbalanced and query perf tanks.
// Rebuilding it every frame is quite fast for our game, and avoids this issue.
// https://github.com/fishfolk/jumpy/issues/961
query_pipeline.update(rigid_body_set, collider_set);
// Iter on each dynamic rigid-bodies that moved.
for rigid_body_handle in islands.active_dynamic_bodies() {
let rigid_body = rigid_body_set.get_mut(*rigid_body_handle).unwrap();
let entity = RapierUserData::entity(rigid_body.user_data);
if let Some(dynamic_body) = dynamic_bodies.get_mut(entity) {
if dynamic_body.is_dynamic {
let transform = transforms.get_mut(entity).unwrap();
let rotation = Quat::from_rotation_z(rigid_body.rotation().angle());
// Get translation from physics and preserve Z offset of transform
let translation: Vec3 = rigid_body
.translation()
.xy()
.push(transform.translation.z)
.into();
transform.translation = translation;
transform.rotation = rotation;
// Apply terminal velocity. Without this kinematic and dynamic objects may
// fall at different speeds even if same graviy applied. This is used to mirror
// kinematic motion of gravity + terminal vel limit.
if let Some(terminal_vel) = physics_params.terminal_velocity {
let mut vel = *rigid_body.linvel();
if vel.y < -terminal_vel {
vel.y = -terminal_vel;
rigid_body.set_linvel(vel, true);
}
}
// Update simulation output for tracking if transform is modified outside of rapier
// next frame.
dynamic_body.update_last_rapier_synced_transform(translation, rotation)
} else {
warn!("Active dynamic bodies contained DynamicBody that is not simulating");
}
} else {
warn!("Active dynamic bodies contained entity that does not have a DynamicBody.");
}
}
// Reset tracking of removed colliders for this frame
collision_cache.clear_removed_colliders();
}
/// Sync the transforms and attributes ( like `disabled` ) of the colliders.
/// Creates rapier bodies for any object with collision.
///
/// Handle [`DynamicBody`] toggling between simulation and kinematic mode.
pub fn sync_bodies<'b, Tq>(&mut self, transforms: Tq, dynamic_bodies: &mut CompMut<DynamicBody>)
where
Tq: QueryItem,
Tq::Iter: Iterator<Item = &'b Transform>,
{
puffin::profile_function!();
let RapierContext {
rigid_body_set,
collider_set,
collider_shape_cache,
..
} = &mut *self.ctx;
for (ent, (transform, collider, dynamic_body)) in self.entities.iter_with((
transforms,
&mut self.colliders,
&mut OptionalMut(dynamic_bodies),
)) {
// Get the rapier shape.
//
// TODO: Evaluate whether or not caching the colliders like this actually improves
// performance.
let shared_shape = collider_shape_cache.shared_shape(collider.shape);
let is_dynamic = match dynamic_body.as_ref() {
Some(dynamic_body) => dynamic_body.is_dynamic,
None => false,
};
// Get the handle to the rapier collider, creating it if it doesn't exist.
let rapier_handle = collider.rapier_handle.get_or_insert_with(|| {
// Initialize body
let body_handle = rigid_body_set.insert(if is_dynamic {
rapier::RigidBodyBuilder::dynamic().user_data(RapierUserData::from(ent))
} else if KINEMATIC_MODE == rapier::RigidBodyType::KinematicPositionBased {
rapier::RigidBodyBuilder::kinematic_position_based()
.user_data(RapierUserData::from(ent))
} else {
rapier::RigidBodyBuilder::kinematic_velocity_based()
.user_data(RapierUserData::from(ent))
});
collider_set.insert_with_parent(
build_actor_rapier_collider(ent, shared_shape.clone()),
body_handle,
rigid_body_set,
);
body_handle
});
let rapier_body = rigid_body_set.get_mut(*rapier_handle).unwrap();
let rapier_collider = collider_set.get_mut(rapier_body.colliders()[0]).unwrap();
if let Some(dynamic_body) = dynamic_body {
// Handle changes in is_dynamic
let was_dynamic = matches!(rapier_body.body_type(), rapier::RigidBodyType::Dynamic);
if !was_dynamic && is_dynamic {
rapier_body.set_body_type(rapier::RigidBodyType::Dynamic, true);
// Clear any velocity that may be left from previously simulating body.
// If Dynamic is newly initialized or user wants to apply velocity changes before next step,
// `DynamicBody::push_simulation_command` may be used which is called after this operation.
rapier_body.set_linvel(Vector::zeros(), true);
rapier_body.set_angvel(0.0, true);
// TODO: We may want to synchronize kinematic body's gravity, mass, and other properties.
rapier_collider.set_sensor(false);
// Enable contact modification for all bodies to handle stuff like jump through.
rapier_collider.set_active_hooks(rapier::ActiveHooks::MODIFY_SOLVER_CONTACTS);
} else if was_dynamic && !is_dynamic {
rapier_collider.set_sensor(true);
rapier_collider.set_active_hooks(rapier::ActiveHooks::empty());
rapier_body.set_body_type(KINEMATIC_MODE, true);
}
// This function still calls for position update if is_dynamic = false
if dynamic_body.simulation_transform_needs_update(transform) {
rapier_body.set_position(
rapier::Isometry::new(
transform.translation.truncate().to_array().into(),
transform.rotation.to_euler(EulerRot::XYZ).2,
),
true,
)
}
} else {
// update position of kinematics
//
// TODO: we may want to use rapier::RigidBody::set_next_kinematic_position
// so rapier computes velocity of kinematics for better interaction with dynamics,
// however we don't currently have any kinematic <-> dynamic interaction.
rapier_body.set_position(
rapier::Isometry::new(
transform.translation.truncate().to_array().into(),
transform.rotation.to_euler(EulerRot::XYZ).2,
),
true,
);
}
rapier_collider.set_enabled(!collider.disabled);
}
for (solid_ent, solid) in self.entities.iter_with(&mut self.solids) {
let bones_shape = ColliderShape::Rectangle { size: solid.size };
let shared_shape = collider_shape_cache.shared_shape(bones_shape);
// Get or create a collider for the solid
let handle = solid.rapier_handle.get_or_insert_with(|| {
let body_handle = rigid_body_set.insert(
rapier::RigidBodyBuilder::fixed().user_data(RapierUserData::from(solid_ent)),
);
// Membership default, does not filter out collision events.
let collision_membership = CollisionGroup::DEFAULT;
let collision_filter = CollisionGroup::ALL;
// Solids do not filter contact forces with other bodies.
let simulation_membership = SolverGroup::SOLID_WORLD;
let simulation_filter = SolverGroup::ALL;
collider_set.insert_with_parent(
rapier::ColliderBuilder::new(shared_shape.clone())
.active_events(rapier::ActiveEvents::COLLISION_EVENTS)
.active_collision_types(rapier::ActiveCollisionTypes::all())
.collision_groups(InteractionGroups::new(
collision_membership.bits().into(),
collision_filter.bits().into(),
))
.solver_groups(InteractionGroups::new(
simulation_membership.bits().into(),
simulation_filter.bits().into(),
))
.user_data(RapierUserData::from(solid_ent)),
body_handle,
rigid_body_set,
);
body_handle
});
let solid_body = rigid_body_set.get_mut(*handle).unwrap();
// Update the solid position
solid_body.set_translation(rapier::Vector::new(solid.pos.x, solid.pos.y), false);
let rapier_collider = collider_set.get_mut(solid_body.colliders()[0]).unwrap();
rapier_collider.set_enabled(!solid.disabled);
rapier_collider.set_position_wrt_parent(rapier::Isometry::new(default(), 0.0));
rapier_collider.set_shape(shared_shape.clone());
}
}
/// Apply simulation commands to dynamic bodies.
///
/// # Panics
///
/// This should be called after bodies are initialized, [`DynamicBody`] must have
/// a [`Collider`] with valid `rapier::RigidBodyHandle` otherwise will panic.
fn apply_simulation_commands<'b, Dq>(&mut self, dynamic_bodies: Dq)
where
Dq: QueryItem,
Dq::Iter: Iterator<Item = &'b mut DynamicBody>,
{
for (ent, dynamic_body) in self.entities.iter_with(dynamic_bodies) {
// This will consume commands even if body is_dynamic is false.
let commands = dynamic_body.simulation_commands();
if dynamic_body.is_dynamic {
let collider = self.colliders.get(ent).unwrap();
let rapier_handle = collider.rapier_handle.unwrap();
let rapier_body = self.ctx.rigid_body_set.get_mut(rapier_handle).unwrap();
for command in commands {
command(rapier_body);
}
}
}
}
/// Update all of the map tile collisions.
///
/// You should only need to call this when spawning or otherwise completely rebuilding the map
/// layout.
pub fn update_tiles(&mut self) {
self.update_tiles_with_filter(|_, _| true);
}
/// Update the collision for the tile with the given layer index and map grid position.
pub fn update_tile(&mut self, layer_idx: u32, pos: UVec2) {
self.update_tiles_with_filter(|idx, p| layer_idx == idx && pos == p);
}
/// Update the collisions for map tiles that pass the given filter.
///
/// The filter is a function that takes the layer index and the tile position as an argument.
pub fn update_tiles_with_filter<F>(&mut self, mut filter: F)
where
F: FnMut(u32, UVec2) -> bool,
{
let RapierContext {
rigid_body_set,
collider_set,
collider_shape_cache,
..
} = &mut *self.ctx;
for (_, (layer, meta)) in self
.entities
.iter_with((&self.tile_layers, &self.spawned_map_layer_metas))
{
let tile_shared_shape = collider_shape_cache
.shared_shape(ColliderShape::Rectangle {
size: layer.tile_size,
})
.clone();
for x in 0..layer.grid_size.x {
for y in 0..layer.grid_size.y {
let pos = uvec2(x, y);
if !filter(meta.layer_idx, pos) {
continue;
};
let Some(tile_ent) = layer.get(pos) else {
continue;
};
let collider_x = x as f32 * layer.tile_size.x + layer.tile_size.x / 2.0;
let collider_y = y as f32 * layer.tile_size.y + layer.tile_size.y / 2.0;
// Get dynamic collider if we have one
let dynamic_collider = self.tile_dynamic_colliders.get(tile_ent);
// Get or create a collider for the tile
let handle = self
.tile_rapier_handles
.get(tile_ent)
.map(|x| **x)
.unwrap_or_else(|| {
let body_handle = rigid_body_set.insert(
rapier::RigidBodyBuilder::fixed()
.user_data(RapierUserData::from(tile_ent)),
);
// Set SolverGroup based on collision kind so dynamic bodies
// know if they should generate contact forces with tile or not.
let mut simulation_membership = SolverGroup::NONE;
if let Some(collision_kind) = self.tile_collision_kinds.get(tile_ent) {
simulation_membership =
collision_kind.simulation_group_membership();
}
let simulation_filter = SolverGroup::ALL;
// Sim group for default tile collider. This is not used for collision
// (only used for events) if an additional "dynamic" collider is present
// to be used for collision response.
let mut default_collider_sim_membership = simulation_membership;
if dynamic_collider.is_some() {
default_collider_sim_membership = SolverGroup::NONE;
}
// Insert default collider
collider_set.insert_with_parent(
rapier::ColliderBuilder::new(tile_shared_shape.clone())
.active_events(rapier::ActiveEvents::COLLISION_EVENTS)
.active_collision_types(rapier::ActiveCollisionTypes::all())
.solver_groups(InteractionGroups::new(
default_collider_sim_membership.bits().into(),
simulation_filter.bits().into(),
))
.user_data(RapierUserData::from(tile_ent)),
body_handle,
rigid_body_set,
);
// Insert dynamic collider if we have one
if let Some(dynamic_collider) = dynamic_collider {
let shared_shape =
collider_shape_cache.shared_shape(dynamic_collider.shape);
collider_set.insert_with_parent(
rapier::ColliderBuilder::new(shared_shape.clone())
// Don't generate events for this collider
.active_events(rapier::ActiveEvents::empty())
// Only needs to collide with dynamics
.active_collision_types(
rapier::ActiveCollisionTypes::DYNAMIC_FIXED,
)
.solver_groups(InteractionGroups::new(
simulation_membership.bits().into(),
simulation_filter.bits().into(),
))
.position(dynamic_collider.offset.into())
.user_data(RapierUserData::from(tile_ent)),
body_handle,
rigid_body_set,
);
}
self.tile_rapier_handles
.insert(tile_ent, TileRapierHandle(body_handle));
body_handle
});
let tile_body = rigid_body_set.get_mut(handle).unwrap();
// Update the collider position
tile_body.set_translation(rapier::Vector::new(collider_x, collider_y), false);
}
}
}
}
/// When spawning or teleporting an entity, this should be called to make sure the entity
/// doesn't get stuck in semi-solid platforms, and properly falls out of them if it happens to
/// be colliding with one when spawned.
//
// TODO: I believe we can make this method unnecessary by correctly detecting when a body is
// stuck in a wood platform, with no ground below it.
pub fn handle_teleport(&mut self, entity: Entity) {
if self
.ctx
.collision_cache
.get(entity)
.iter()
.any(|x| self.tile_collision_kinds.get(*x) == Some(&TileCollisionKind::JumpThrough))
{
let collider = self.colliders.get_mut(entity).unwrap();
collider.descent = true;
collider.seen_wood = true;
}
}
/// Returns the collisions that one actor has with any other actors.
pub fn actor_collisions(&self, entity: Entity) -> Vec<Entity> {
if !self.actors.contains(entity) {
return default();
}
if !self.colliders.contains(entity) {
return default();
};
self.ctx
.collision_cache
.get(entity)
.iter()
.filter(|x| self.actors.contains(**x))
.copied()
.collect()
}
/// Returns the collisions that one actor has with any other actors filtered by the given Fn
pub fn actor_collisions_filtered(
&self,
entity: Entity,
filter: impl Fn(Entity) -> bool,
) -> Vec<Entity> {
if !self.actors.contains(entity) {
return default();
}
if !self.colliders.contains(entity) {
return default();
};
self.ctx
.collision_cache
.get(entity)
.iter()
.filter(|x| self.actors.contains(**x) && filter(**x))
.copied()
.collect()
}
/// Put the entity's collider into descent mode so that it will fall through jump-through
/// platforms.
pub fn descent(&mut self, entity: Entity) {
if self.actors.contains(entity) {
let collider = self.colliders.get_mut(entity).unwrap();
collider.descent = true;
}
}
/// Attempt to move a body vertically. This will return `true` if an obstacle was run into that
/// caused the movement to stop short.
pub fn move_vertical(
&mut self,
transforms: &mut CompMut<Transform>,
entity: Entity,
mut dy: f32,
) -> bool {
puffin::profile_function!();
let RapierContext {
query_pipeline,
collider_set,
rigid_body_set,
collider_shape_cache,
..
} = &mut *self.ctx;
assert!(self.actors.contains(entity));
if dy == 0.0 {
return false;
}
// Get the shape and position info for the given entity
let collider = self.colliders.get_mut(entity).unwrap();
let transform = *transforms.get(entity).unwrap();
let mut position = rapier::Isometry::new(
transform.translation.truncate().into(),
transform.rotation.to_euler(EulerRot::XYZ).2,
);
let shape = collider_shape_cache.shared_shape(collider.shape);
let mut movement = 0.0;
let collided = loop {
// Do a shape cast in the direction of movement
let velocity = rapier::Vector::new(0.0, dy);
let collision = query_pipeline.cast_shape(
rigid_body_set,
collider_set,
&position,
&velocity,
&**shape,
1.0,
true,
rapier::QueryFilter::new().predicate(&|_handle, rapier_collider| {
let ent = RapierUserData::entity(rapier_collider.user_data);
if self.solids.contains(ent) {
// Include all solid collisions
return true;
}
let Some(tile_kind) = self.tile_collision_kinds.get(ent) else {
// Ignore non-tile collisions
return false;
};
// Ignore jump-through tiles if we have already seen wood
!(collider.seen_wood && *tile_kind == TileCollisionKind::JumpThrough)
}),
);
if let Some((handle, toi)) = collision {
let ent = RapierUserData::entity(collider_set.get(handle).unwrap().user_data);
// Move up to the point of collision
let diff = dy * toi.toi;
movement += diff;
position.translation.y += diff;
// Subtract from the remaining attempted movement
dy -= diff;
if self.solids.contains(ent) {
break true;
}
let tile_kind = *self.tile_collision_kinds.get(ent).unwrap();
// collider wants to go down and collided with jumpthrough tile
if tile_kind == TileCollisionKind::JumpThrough && collider.descent {
collider.seen_wood = true;
}
// collider wants to go up and encoutered jumpthrough obstace
if tile_kind == TileCollisionKind::JumpThrough && dy > 0.0 {
collider.seen_wood = true;
collider.descent = true;
}
// If we hit a solid block, or a jumpthrough tile that we aren't falling through
if !(tile_kind == TileCollisionKind::JumpThrough
&& (collider.descent || dy > 0.0 || collider.seen_wood))
{
// Indicate we ran into something and stop processing
break true;
}
// If there is no collision
} else {
movement += dy;
// Indicate we didn't run into anything and stop processing
break false;
}
};
// Move the entity
let transform = transforms.get_mut(entity).unwrap();
transform.translation.y += movement - if collided { 0.1 * dy.signum() } else { 0.0 };
// Final check, if we are out of woods after the move - reset wood flags
{
puffin::profile_scope!("out of woods check");
let is_in_jump_through = query_pipeline
.intersection_with_shape(
rigid_body_set,
collider_set,
&(
transform.translation.truncate(),
transform.rotation.to_euler(EulerRot::XYZ).2,
)
.into(),
&**shape,
rapier::QueryFilter::new().predicate(&|_handle, collider| {
let ent = RapierUserData::entity(collider.user_data);
self.tile_collision_kinds.get(ent) == Some(&TileCollisionKind::JumpThrough)
}),
)
.is_some();
if !is_in_jump_through {
collider.seen_wood = false;
collider.descent = false;
}
}
collided
}
/// Attempt to move a body horizontally. This will return `true` if an obstacle was run into
/// that caused the movement to stop short.
pub fn move_horizontal(
&mut self,
transforms: &mut CompMut<Transform>,
entity: Entity,
mut dx: f32,
) -> bool {
puffin::profile_function!();
let RapierContext {
query_pipeline,
collider_set,
rigid_body_set,
collider_shape_cache,
..
} = &mut *self.ctx;
assert!(self.actors.contains(entity));
if dx == 0.0 {
return false;
}
// Get the shape and position info for the given entity
let collider = self.colliders.get_mut(entity).unwrap();
let transform = *transforms.get(entity).unwrap();
let mut position = (
transform.translation.truncate(),
transform.rotation.to_euler(EulerRot::XYZ).2,
)
.into();
let shape = collider_shape_cache.shared_shape(collider.shape);
let mut movement = 0.0;
let collided = 'collision: loop {
// Do a shape cast in the direction of movement
let velocity = rapier::Vector::new(dx, 0.0);
let collision = {
puffin::profile_scope!("cast shape");
query_pipeline.cast_shape(
rigid_body_set,
collider_set,
&position,
&velocity,
&**shape,
1.0,
true,
rapier::QueryFilter::new().predicate(&|_handle, rapier_collider| {
let ent = RapierUserData::entity(rapier_collider.user_data);
if self.solids.contains(ent) {
// Include all solid collisions
return true;
}
let Some(tile_kind) = self.tile_collision_kinds.get(ent) else {
// Ignore non-tile collisions
return false;
};
// Ignore jump-through tiles if we have already seen wood.
!(collider.seen_wood && *tile_kind == TileCollisionKind::JumpThrough)
}),
)
};
if let Some((handle, toi)) = collision {
let ent = RapierUserData::entity(collider_set.get(handle).unwrap().user_data);
// Move up to the point of collision
let diff = dx * toi.toi;
movement += diff;
position.translation.x += diff;
// Subtract from the remaining attempted movement
dx -= diff;
if self.solids.contains(ent) {
break true;
}
let tile_kind = *self.tile_collision_kinds.get(ent).unwrap();
// If we ran into a jump-through tile, go through it and continue casting
if tile_kind == TileCollisionKind::JumpThrough {
collider.seen_wood = true;
collider.descent = true;
// If we ran into any other kind of tile
} else {
// Indicate we ran into something and stop processing
break 'collision true;
}
// If there is no collision
} else {
movement += dx;
// Indicate we didn't run into anything and stop processing
break 'collision false;
}
};
// Move the entity
let transform = transforms.get_mut(entity).unwrap();
transform.translation.x += movement - if collided { 0.1 * dx.signum() } else { 0.0 };
// Final check, if we are out of woods after the move - reset wood flags
{
puffin::profile_scope!("out of woods check");
let is_in_jump_through = query_pipeline
.intersection_with_shape(
rigid_body_set,
collider_set,
&(
transform.translation.truncate(),
transform.rotation.to_euler(EulerRot::XYZ).2,
)
.into(),
&**shape,
rapier::QueryFilter::new().predicate(&|_handle, collider| {
let ent = RapierUserData::entity(collider.user_data);
self.tile_collision_kinds.get(ent) == Some(&TileCollisionKind::JumpThrough)
}),
)
.is_some();
if !is_in_jump_through {
collider.seen_wood = false;
collider.descent = false;
}
}
collided
}
/// Returns whether or not there is a tile or solid at the given position.
///
/// > ⚠️ **Warning:** There is a slight difference to how `tile_collision_point` and
/// > [`tile_collision`][Self::tile_collision] reports collisions.
/// >
/// > [`tile_collision`][Self::tile_collision] will report a collision if the collider shape is
/// > perfectly lined up along the edge of a tile, but `tile_collision_point` won't.
#[allow(unused)]
pub fn solid_at(&self, pos: Vec2) -> bool {
self.solid_collision_point(pos)
|| self.tile_collision_point(pos) == TileCollisionKind::Solid
}
pub fn solid_collision_point(&self, pos: Vec2) -> bool {
for (_, (solid, collider)) in self.entities.iter_with((&self.solids, &self.colliders)) {
let bbox = collider
.shape
.bounding_box(Transform::from_translation(solid.pos.extend(0.0)));
if bbox.contains(pos) {
return true;
}
}
false
}
/// Returns the tile collision at the given point.
///
/// > ⚠️ **Warning:** There is a slight difference to how `tile_collision_point` and
/// > [`tile_collision`][Self::tile_collision] reports collisions.
/// >
/// > [`tile_collision`][Self::tile_collision] will report a collision if the collider shape is
/// > perfectly lined up along the edge of a tile, but `tile_collision_point` won't.
#[allow(unused)]
pub fn tile_collision_point(&self, pos: Vec2) -> TileCollisionKind {
for (entity, tile_layer) in self.entities.iter_with(&self.tile_layers) {
let TileLayer { tile_size, .. } = tile_layer;
let x = (pos.x / tile_size.y).floor() as u32;
let y = (pos.y / tile_size.x).floor() as u32;
let tile_entity = tile_layer.get(UVec2::new(x, y));
if let Some(tile_entity) = tile_entity {
return self
.tile_collision_kinds
.get(tile_entity)
.copied()
.unwrap_or_default();
}
}
TileCollisionKind::Empty
}
/// Get the [`TileCollisionKind`] of the first tile detected colliding with the `shape` at the
/// given `transform`.
pub fn tile_collision(&self, transform: Transform, shape: ColliderShape) -> TileCollisionKind {
self.tile_collision_filtered(transform, shape, |_| true)
}
pub fn tile_collision_filtered(
&self,
transform: Transform,
shape: ColliderShape,
filter: impl Fn(Entity) -> bool,
) -> TileCollisionKind {
self.ctx
.query_pipeline
.intersection_with_shape(
&self.ctx.rigid_body_set,
&self.ctx.collider_set,
&(
transform.translation.truncate(),
transform.rotation.to_euler(EulerRot::XYZ).2,
)
.into(),
&*shape.shared_shape(),
rapier::QueryFilter::new().predicate(&|_handle, collider| {
let ent = RapierUserData::entity(collider.user_data);
(self.solids.contains(ent) || self.tile_collision_kinds.contains(ent))
&& filter(ent)
}),
)
.map(|x| RapierUserData::entity(self.ctx.collider_set.get(x).unwrap().user_data))
.and_then(|ent| {
if self.solids.contains(ent) {
return Some(TileCollisionKind::Solid);
}
self.tile_collision_kinds.get(ent).copied()
})
.unwrap_or_default()
}
/// Get the collider for the given entity.
pub fn get_collider(&self, actor: Entity) -> &Collider {
assert!(self.actors.contains(actor));
self.colliders.get(actor).unwrap()
}
}
#[cfg(test)]
mod test {
use super::*;
#[test]
fn convert_entity_to_from_user_data() {
let e1 = Entity::new(102395950, 10394875);
let bits = RapierUserData::from(e1);
let e2 = RapierUserData::entity(bits);
assert_eq!(e1, e2);
}
}