CCDSolver

Struct CCDSolver 

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pub struct CCDSolver;
Expand description

Continuous Collision Detection solver that prevents fast objects from tunneling through geometry.

CCD (Continuous Collision Detection) solves the “tunneling problem” where fast-moving objects pass through thin walls because they move more than the wall’s thickness in one timestep.

§How it works

  1. Detects which bodies are moving fast enough to potentially tunnel
  2. Predicts where/when they would impact during the timestep
  3. Clamps their motion to stop just before impact
  4. Next frame, normal collision detection handles the contact

§When to use CCD

Enable CCD on bodies that:

  • Move very fast (bullets, projectiles)
  • Are small and hit thin geometry
  • Must NEVER pass through walls (gameplay-critical)

Cost: More expensive than regular collision detection. Only use when needed!

Enable via RigidBodyBuilder::ccd_enabled(true) or body.enable_ccd(true).

Implementations§

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impl CCDSolver

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pub fn new() -> Self

Initializes a new CCD solver

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pub fn clamp_motions( &self, dt: f32, bodies: &mut RigidBodySet, impacts: &PredictedImpacts, )

Apply motion-clamping to the bodies affected by the given impacts.

The impacts should be the result of a previous call to self.predict_next_impacts.

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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.

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pub fn find_first_impact( &mut self, dt: f32, params: &IntegrationParameters, islands: &IslandManager, bodies: &RigidBodySet, colliders: &ColliderSet, broad_phase: &mut BroadPhaseBvh, narrow_phase: &NarrowPhase, ) -> Option<f32>

Find the first time a CCD-enabled body has a non-sensor collider hitting another non-sensor collider.

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pub fn predict_impacts_at_next_positions( &mut self, params: &IntegrationParameters, islands: &IslandManager, bodies: &RigidBodySet, colliders: &ColliderSet, broad_phase: &mut BroadPhaseBvh, narrow_phase: &NarrowPhase, events: &dyn EventHandler, ) -> PredictedImpacts

Outputs the set of bodies as well as their first time-of-impact event.

Trait Implementations§

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impl Clone for CCDSolver

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fn clone(&self) -> CCDSolver

Returns a duplicate of the value. Read more
1.0.0 · Source§

fn clone_from(&mut self, source: &Self)

Performs copy-assignment from source. Read more
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impl Default for CCDSolver

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fn default() -> CCDSolver

Returns the “default value” for a type. Read more

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