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
- Detects which bodies are moving fast enough to potentially tunnel
- Predicts where/when they would impact during the timestep
- Clamps their motion to stop just before impact
- 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§
Source§impl CCDSolver
impl CCDSolver
Sourcepub fn clamp_motions(
&self,
dt: f32,
bodies: &mut RigidBodySet,
impacts: &PredictedImpacts,
)
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.
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,
) -> 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, ) -> Option<f32>
Find the first time a CCD-enabled body has a non-sensor collider hitting another non-sensor collider.
Sourcepub 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
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§
Auto Trait Implementations§
impl Freeze for CCDSolver
impl RefUnwindSafe for CCDSolver
impl Send for CCDSolver
impl Sync for CCDSolver
impl Unpin for CCDSolver
impl UnwindSafe for CCDSolver
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