pub struct CCDSolver { /* private fields */ }Expand description
Continuous Collision Detection solver preventing fast objects from tunneling:
after the solver, bodies that moved more than half their thinnest extent sweep their colliders
and next_position is clamped to the earliest impact — velocities untouched, no re-solve; the
residual approach resolves next step via speculative contacts.
Fast dynamic bodies automatically sweep against fixed colliders; ccd_enabled upgrades to
a bullet that also sweeps kinematic/dynamic bodies (never other bullets). Mesh-like colliders
are never swept as the moving shape (targets are fine), compounds sweep per
convex child, and IntegrationParameters::max_ccd_substeps = 0 disables CCD entirely.
Implementations§
Source§impl CCDSolver
impl CCDSolver
Sourcepub fn update_ccd_active_flags(
&self,
islands: &IslandManager,
bodies: &mut RigidBodySet,
dt: f32,
include_forces: bool,
) -> bool
pub fn update_ccd_active_flags( &self, islands: &IslandManager, bodies: &mut RigidBodySet, dt: f32, include_forces: bool, ) -> bool
Updates the set of bodies that needs CCD to be resolved.
Returns true if any rigid-body must have CCD resolved.
Sourcepub fn find_first_impact(
&mut self,
dt: f32,
params: &IntegrationParameters,
islands: &IslandManager,
bodies: &RigidBodySet,
colliders: &ColliderSet,
broad_phase: &mut BroadPhaseBvh,
narrow_phase: &NarrowPhase,
hooks: &dyn PhysicsHooks,
) -> Option<f32>
pub fn find_first_impact( &mut self, dt: f32, params: &IntegrationParameters, islands: &IslandManager, bodies: &RigidBodySet, colliders: &ColliderSet, broad_phase: &mut BroadPhaseBvh, narrow_phase: &NarrowPhase, hooks: &dyn PhysicsHooks, ) -> Option<f32>
Find the first time a CCD-active body has a non-sensor collider hitting another non-sensor collider, for the multi-substep splitter.
Returns the impact time in [0, dt) if any.
Sourcepub fn solve_continuous(
&mut self,
params: &IntegrationParameters,
islands: &IslandManager,
bodies: &mut RigidBodySet,
colliders: &ColliderSet,
broad_phase: &mut BroadPhaseBvh,
narrow_phase: &NarrowPhase,
hooks: &dyn PhysicsHooks,
events: &dyn EventHandler,
scene_changed: bool,
)
pub fn solve_continuous( &mut self, params: &IntegrationParameters, islands: &IslandManager, bodies: &mut RigidBodySet, colliders: &ColliderSet, broad_phase: &mut BroadPhaseBvh, narrow_phase: &NarrowPhase, hooks: &dyn PhysicsHooks, events: &dyn EventHandler, scene_changed: bool, )
Runs the continuous-collision pass on all fast bodies and clamps their next_position
to their earliest time of impact: non-bullets sweep fixed colliders first, then bullets
sweep every (possibly already clamped) body; velocities are never modified. Sensor
crossings the narrow phase would miss entirely emit paired Started/Stopped
intersection events.
Trait Implementations§
Auto Trait Implementations§
impl Freeze for CCDSolver
impl RefUnwindSafe for CCDSolver
impl Send for CCDSolver
impl Sync for CCDSolver
impl Unpin for CCDSolver
impl UnsafeUnpin for CCDSolver
impl UnwindSafe for CCDSolver
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