avian3d/dynamics/rigid_body/mass_properties/mod.rs
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//! Mass property functionality for [rigid bodies] and [colliders].
//!
//! # Overview
//!
//! Every dynamic rigid body has [mass], [angular inertia], and a [center of mass].
//! These mass properties determine how the rigid body responds to forces and torques.
//!
//! - **Mass**: Represents resistance to linear acceleration. A higher mass requires more force for the same acceleration.
//! - **Angular Inertia**: Represents resistance to angular acceleration. A higher angular inertia requires more torque for the same angular acceleration.
//! - **Center of Mass**: The average position of mass in the body. Applying forces at this point produces no torque.
//!
//! Static and kinematic rigid bodies have infinite mass and angular inertia,
//! and do not respond to forces or torques. Zero mass for a dynamic body is also
//! treated as a special case, and corresponds to infinite mass.
//!
//! Mass properties can be set for individual entities using the [`Mass`], [`AngularInertia`],
//! and [`CenterOfMass`] components. If they are not present, mass properties are instead computed
//! automatically from attached colliders based on their shape and [`ColliderDensity`].
//!
//! If a rigid body has child entities, their mass properties are combined to compute
//! the total mass properties of the rigid body. These are stored in the [`ComputedMass`],
//! [`ComputedAngularInertia`], and [`ComputedCenterOfMass`] components, which are updated
//! automatically when mass properties are changed, or when colliders are added or removed.
//!
//! To prevent mass properties of child entities from contributing to the total mass properties,
//! you can use the [`NoAutoMass`], [`NoAutoAngularInertia`], and [`NoAutoCenterOfMass`] marker components.
//! This can be useful when full control over mass properties is desired.
//!
//! [rigid bodies]: crate::dynamics::rigid_body::RigidBody
//! [colliders]: crate::dynamics::collider::Collider
//! [mass]: components::Mass
//! [angular inertia]: components::AngularInertia
//! [center of mass]: components::CenterOfMass
//!
//! ## Example
//!
//! If no mass properties are set, they are computed automatically from attached colliders
//! based on their shape and density.
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! # fn setup(mut commands: Commands) {
//! // Note: `ColliderDensity` is optional, and defaults to `1.0` if not present.
//! commands.spawn((
//! RigidBody::Dynamic,
//! Collider::capsule(0.5, 1.5),
//! ColliderDensity(2.0),
//! ));
//! # }
//! ```
//!
//! If mass properties are set with the [`Mass`], [`AngularInertia`], and [`CenterOfMass`] components,
//! they override the values computed from colliders.
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! # fn setup(mut commands: Commands) {
//! // Override mass and the center of mass, but use the collider's angular inertia.
//! commands.spawn((
//! RigidBody::Dynamic,
//! Collider::capsule(0.5, 1.5),
//! Mass(5.0),
#![cfg_attr(feature = "2d", doc = " CenterOfMass::new(0.0, -0.5),")]
#![cfg_attr(feature = "3d", doc = " CenterOfMass::new(0.0, -0.5, 0.0),")]
//! ));
//! # }
//! ```
//!
//! If the rigid body has child colliders, their mass properties will be combined for
//! the total [`ComputedMass`], [`ComputedAngularInertia`], and [`ComputedCenterOfMass`].
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! # fn setup(mut commands: Commands) {
//! // Total mass: 10.0 + 5.0 = 15.0
#![cfg_attr(
feature = "2d",
doc = "// Total center of mass: (10.0 * [0.0, -0.5] + 5.0 * [0.0, 4.0]) / (10.0 + 5.0) = [0.0, 1.0]"
)]
#![cfg_attr(
feature = "3d",
doc = "// Total center of mass: (10.0 * [0.0, -0.5, 0.0] + 5.0 * [0.0, 4.0, 0.0]) / (10.0 + 5.0) = [0.0, 1.0, 0.0]"
)]
//! commands.spawn((
//! RigidBody::Dynamic,
//! Collider::capsule(0.5, 1.5),
//! Mass(10.0),
#![cfg_attr(feature = "2d", doc = " CenterOfMass::new(0.0, -0.5),")]
#![cfg_attr(feature = "3d", doc = " CenterOfMass::new(0.0, -0.5, 0.0),")]
//! Transform::default(),
//! ))
//! .with_child((
#![cfg_attr(feature = "2d", doc = " Collider::circle(1.0),")]
#![cfg_attr(feature = "3d", doc = " Collider::sphere(1.0),")]
//! Mass(5.0),
//! Transform::from_xyz(0.0, 4.0, 0.0),
//! ));
//! # }
//! ```
//!
//! To prevent child entities from contributing to the total mass properties, use the [`NoAutoMass`],
//! [`NoAutoAngularInertia`], and [`NoAutoCenterOfMass`] marker components.
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! # fn setup(mut commands: Commands) {
//! // Total mass: 10.0
#![cfg_attr(feature = "2d", doc = "// Total center of mass: [0.0, -0.5]")]
#![cfg_attr(feature = "3d", doc = "// Total center of mass: [0.0, -0.5, 0.0]")]
//! commands.spawn((
//! RigidBody::Dynamic,
//! Collider::capsule(0.5, 1.5),
//! Mass(10.0),
#![cfg_attr(feature = "2d", doc = " CenterOfMass::new(0.0, -0.5),")]
#![cfg_attr(feature = "3d", doc = " CenterOfMass::new(0.0, -0.5, 0.0),")]
//! NoAutoMass,
//! NoAutoCenterOfMass,
//! Transform::default(),
//! ))
//! .with_child((
#![cfg_attr(feature = "2d", doc = " Collider::circle(1.0),")]
#![cfg_attr(feature = "3d", doc = " Collider::sphere(1.0),")]
//! Mass(5.0),
//! Transform::from_xyz(0.0, 4.0, 0.0),
//! ));
//! # }
//! ```
//!
//! # Computing Mass Properties for Shapes
//!
//! Mass properties of colliders and Bevy's primitive shapes can be computed using methods
//! provided by the [`ComputeMassProperties2d`] and [`ComputeMassProperties3d`] traits.
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! #
//! // Compute mass properties for a capsule collider with a density of `2.0`.
//! let capsule = Collider::capsule(0.5, 1.5);
//! let mass_properties = capsule.mass_properties(2.0);
//!
//! // Compute individual mass properties for a `Circle`.
//! let circle = Circle::new(1.0);
//! let mass = circle.mass(2.0);
//! let angular_inertia = circle.angular_inertia(mass);
//! let center_of_mass = circle.center_of_mass();
//! ```
//!
//! Similarly, shapes can be used to construct the [`Mass`], [`AngularInertia`],
//! and [`CenterOfMass`] components, or the [`MassPropertiesBundle`].
//!
//! ```
#![cfg_attr(feature = "2d", doc = "# use avian2d::prelude::*;")]
#![cfg_attr(feature = "3d", doc = "# use avian3d::prelude::*;")]
//! # use bevy::prelude::*;
//! #
//! # fn setup(mut commands: Commands) {
//! // Construct individual mass properties from a collider.
#![cfg_attr(feature = "2d", doc = "let shape = Collider::circle(0.5);")]
#![cfg_attr(feature = "3d", doc = "let shape = Collider::sphere(0.5);")]
//! commands.spawn((
//! RigidBody::Dynamic,
//! Mass::from_shape(&shape, 2.0),
//! AngularInertia::from_shape(&shape, 1.5),
//! CenterOfMass::from_shape(&shape),
//! ));
//!
//! // Construct a `MassPropertiesBundle` from a primitive shape.
#![cfg_attr(feature = "2d", doc = "let shape = Circle::new(0.5);")]
#![cfg_attr(feature = "3d", doc = "let shape = Sphere::new(0.5);")]
//! commands.spawn((RigidBody::Dynamic, MassPropertiesBundle::from_shape(&shape, 2.0)));
//! # }
//! ```
//!
//! This mass property computation functionality is provided by the [`bevy_heavy`] crate.
//!
//! # Mass Property Helper
//!
//! [`MassPropertyHelper`] is a [`SystemParam`](bevy::ecs::system::SystemParam) that provides convenient helper methods
//! that can be used to modify or compute mass properties for individual entities and hierarchies at runtime.
//!
//! For example, [`MassPropertyHelper::total_mass_properties`] computes the total mass properties of an entity,
//! taking into account the mass properties of descendants and colliders.
use crate::{prelude::*, prepare::PrepareSet};
#[cfg(feature = "3d")]
use bevy::ecs::query::QueryFilter;
use bevy::{
ecs::{intern::Interned, schedule::ScheduleLabel},
prelude::*,
};
pub mod components;
use components::RecomputeMassProperties;
mod system_param;
pub use system_param::MassPropertyHelper;
/// Mass property computation with `bevy_heavy`, re-exported for your convenience.
pub use bevy_heavy;
#[cfg(feature = "2d")]
pub(crate) use bevy_heavy::{
ComputeMassProperties2d as ComputeMassProperties, MassProperties2d as MassProperties,
};
#[cfg(feature = "3d")]
pub(crate) use bevy_heavy::{
ComputeMassProperties3d as ComputeMassProperties, MassProperties3d as MassProperties,
};
/// An extension trait for [`MassProperties`].
pub trait MassPropertiesExt {
/// Converts the [`MassProperties`] to a [`MassPropertiesBundle`]
/// containing the [`Mass`], [`AngularInertia`], and [`CenterOfMass`] components.
fn to_bundle(&self) -> MassPropertiesBundle;
}
impl MassPropertiesExt for MassProperties {
fn to_bundle(&self) -> MassPropertiesBundle {
#[cfg(feature = "2d")]
let angular_inertia = AngularInertia(self.angular_inertia);
#[cfg(feature = "3d")]
let angular_inertia = AngularInertia::new_with_local_frame(
self.principal_angular_inertia.f32(),
self.local_inertial_frame.f32(),
);
MassPropertiesBundle {
mass: Mass(self.mass),
angular_inertia,
center_of_mass: CenterOfMass(self.center_of_mass),
}
}
}
/// A plugin for managing [mass properties] of rigid bodies.
///
/// - Updates the [`ComputedMass`], [`ComputedAngularInertia`], and [`ComputedCenterOfMass`] components
/// for rigid bodies when their mass properties are changed, or when colliders are added or removed.
/// - Logs warnings when dynamic bodies have invalid [`Mass`] or [`AngularInertia`].
///
/// [mass properties]: crate::dynamics::rigid_body::mass_properties
pub struct MassPropertyPlugin {
schedule: Interned<dyn ScheduleLabel>,
}
impl MassPropertyPlugin {
/// Creates a [`MassPropertyPlugin`] with the schedule that is used for running the [`PhysicsSchedule`].
///
/// The default schedule is `FixedPostUpdate`.
pub fn new(schedule: impl ScheduleLabel) -> Self {
Self {
schedule: schedule.intern(),
}
}
}
impl Default for MassPropertyPlugin {
fn default() -> Self {
Self::new(FixedPostUpdate)
}
}
impl Plugin for MassPropertyPlugin {
fn build(&self, app: &mut App) {
app.register_type::<(
Mass,
AngularInertia,
CenterOfMass,
ComputedMass,
ComputedAngularInertia,
ComputedCenterOfMass,
ColliderDensity,
ColliderMassProperties,
NoAutoMass,
NoAutoAngularInertia,
NoAutoCenterOfMass,
)>();
// Force mass property computation for new rigid bodies.
app.register_required_components::<RigidBody, RecomputeMassProperties>();
// Configure system sets for mass property computation.
app.configure_sets(
self.schedule,
(
MassPropertySystems::UpdateColliderMassProperties,
MassPropertySystems::QueueRecomputation,
MassPropertySystems::UpdateComputedMassProperties,
)
.chain()
.in_set(PrepareSet::Finalize),
);
// Queue mass property recomputation when mass properties are changed.
app.add_systems(
self.schedule,
(
queue_mass_recomputation_on_mass_change,
queue_mass_recomputation_on_collider_mass_change,
)
.in_set(MassPropertySystems::QueueRecomputation),
);
// Update mass properties for entities with the `RecomputeMassProperties` component.
app.add_systems(
self.schedule,
(
update_mass_properties,
#[cfg(feature = "3d")]
update_global_angular_inertia::<Added<RigidBody>>,
warn_missing_mass,
)
.chain()
.in_set(MassPropertySystems::UpdateComputedMassProperties),
);
}
}
/// A system set for logic related to updating mass properties.
#[derive(SystemSet, Clone, Copy, Debug, PartialEq, Eq, Hash)]
pub enum MassPropertySystems {
/// Update [`ColliderMassProperties`] for colliders.
UpdateColliderMassProperties,
/// Adds the [`RecomputeMassProperties`] component to entities with changed mass properties.
QueueRecomputation,
/// Update [`ComputedMass`], [`ComputedAngularInertia`], and [`ComputedCenterOfMass`]
/// for entities with the [`RecomputeMassProperties`] component. The component is removed after updating.
UpdateComputedMassProperties,
}
/// A query filter for entities with [`ComputedMass`], [`ComputedAngularInertia`], or [`ComputedCenterOfMass`].
pub type WithComputedMassProperty = Or<(
With<ComputedMass>,
With<ComputedAngularInertia>,
With<ComputedCenterOfMass>,
)>;
/// A query filter for entities with changed [`Mass`], [`AngularInertia`], or [`CenterOfMass`].
pub type MassPropertyChanged = Or<(
Changed<Mass>,
Changed<AngularInertia>,
Changed<CenterOfMass>,
)>;
/// Queues mass property recomputation for rigid bodies when their [`Mass`], [`AngularInertia`],
/// or [`CenterOfMass`] components are changed.
///
/// Entities with a [`ColliderParent`] are excluded, as they are handled by
/// [`queue_mass_recomputation_on_collider_mass_change`].
fn queue_mass_recomputation_on_mass_change(
mut commands: Commands,
mut query: Query<
Entity,
(
WithComputedMassProperty,
Without<ColliderParent>,
MassPropertyChanged,
),
>,
) {
for entity in &mut query {
commands.entity(entity).insert(RecomputeMassProperties);
}
}
/// Queues mass property recomputation for rigid bodies when the [`ColliderMassProperties`],
/// [`Mass`], [`AngularInertia`], or [`CenterOfMass`] components of their colliders are changed.
fn queue_mass_recomputation_on_collider_mass_change(
mut commands: Commands,
mut query: Query<
&ColliderParent,
Or<(
Changed<ColliderMassProperties>,
Changed<ColliderTransform>,
MassPropertyChanged,
)>,
>,
) {
for collider_parent in &mut query {
if let Some(mut entity_commands) = commands.get_entity(collider_parent.get()) {
entity_commands.insert(RecomputeMassProperties);
}
}
}
fn update_mass_properties(
mut commands: Commands,
query: Query<Entity, With<RecomputeMassProperties>>,
mut mass_helper: MassPropertyHelper,
) {
// TODO: Parallelize mass property updates.
for entity in query.iter() {
mass_helper.update_mass_properties(entity);
commands.entity(entity).remove::<RecomputeMassProperties>();
}
}
/// Updates [`GlobalAngularInertia`] for entities that match the given query filter `F`.
#[cfg(feature = "3d")]
pub(crate) fn update_global_angular_inertia<F: QueryFilter>(
mut query: Populated<
(
&Rotation,
&ComputedAngularInertia,
&mut GlobalAngularInertia,
),
(Or<(Changed<ComputedAngularInertia>, Changed<Rotation>)>, F),
>,
) {
query
.par_iter_mut()
.for_each(|(rotation, angular_inertia, mut global_angular_inertia)| {
global_angular_inertia.update(*angular_inertia, rotation.0);
});
}
/// Logs warnings when dynamic bodies have invalid [`Mass`] or [`AngularInertia`].
fn warn_missing_mass(
mut bodies: Query<
(
Entity,
&RigidBody,
Ref<ComputedMass>,
Ref<ComputedAngularInertia>,
),
Or<(Changed<ComputedMass>, Changed<ComputedAngularInertia>)>,
>,
) {
for (entity, rb, mass, inertia) in &mut bodies {
let is_mass_valid = mass.value().is_finite();
#[cfg(feature = "2d")]
let is_inertia_valid = inertia.value().is_finite();
#[cfg(feature = "3d")]
let is_inertia_valid = inertia.value().is_finite();
// Warn about dynamic bodies with no mass or inertia
if rb.is_dynamic() && !(is_mass_valid && is_inertia_valid) {
warn!(
"Dynamic rigid body {:?} has no mass or inertia. This can cause NaN values. Consider adding a `MassPropertiesBundle` or a `Collider` with mass.",
entity
);
}
}
}
#[cfg(test)]
#[cfg(feature = "2d")]
#[expect(clippy::unnecessary_cast)]
mod tests {
use approx::assert_relative_eq;
use super::*;
fn create_app() -> App {
let mut app = App::new();
app.add_plugins((
MinimalPlugins,
PhysicsPlugins::default(),
TransformPlugin,
HierarchyPlugin,
));
app
}
fn get_computed_mass_properties(
world: &mut World,
entity: Entity,
) -> (
&ComputedMass,
&ComputedAngularInertia,
&ComputedCenterOfMass,
) {
let mut query = world.query::<(
&ComputedMass,
&ComputedAngularInertia,
&ComputedCenterOfMass,
)>();
query.get(world, entity).unwrap()
}
#[test]
fn mass_properties_zero_by_default() {
// `RigidBody`
let mut app = create_app();
let body_entity = app.world_mut().spawn(RigidBody::Dynamic).id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(*mass, ComputedMass::default());
assert_eq!(*angular_inertia, ComputedAngularInertia::default());
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_rb_collider() {
// `RigidBody`, `Collider`
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app.world_mut().spawn((RigidBody::Dynamic, collider)).id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, collider_mass_props.mass);
assert_eq!(
angular_inertia.value() as f32,
collider_mass_props.angular_inertia
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_rb_collider_with_set_mass() {
// `RigidBody`, `Collider`, `Mass(5.0)`
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider, Mass(5.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0);
assert_eq!(
angular_inertia.value() as f32,
mass.value() as f32 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_rb_collider_with_set_mass_and_angular_inertia() {
// `RigidBody`, `Collider`, `Mass(5.0)`, `AngularInertia(10.0)`
let mut app = create_app();
let collider = Collider::circle(1.0);
let body_entity = app
.world_mut()
.spawn((
RigidBody::Dynamic,
collider,
Mass(5.0),
AngularInertia(10.0),
))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0);
assert_eq!(angular_inertia.value() as f32, 10.0);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_rb_collider_with_set_mass_and_child_collider() {
// `RigidBody`, `Collider`, `Mass(5.0)`
// - `Collider`, `ColliderDensity(2.0)`
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(2.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider.clone(), Mass(5.0)))
.with_child((collider, ColliderDensity(2.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0 + collider_mass_props.mass);
assert_eq!(
angular_inertia.value() as f32,
5.0 * collider_mass_props.unit_angular_inertia() + collider_mass_props.angular_inertia
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_rb_collider_with_set_mass_and_child_collider_with_set_mass() {
// `RigidBody`, `Collider`, `Mass(5.0)`
// - `Collider`, `ColliderDensity(2.0)`, `Mass(10.0)`
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider.clone(), Mass(5.0)))
.with_child((collider, ColliderDensity(2.0), Mass(10.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0 + 10.0);
assert_eq!(
angular_inertia.value() as f32,
5.0 * collider_mass_props.unit_angular_inertia()
+ 10.0 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_no_auto_mass_collider_no_set_mass() {
// `RigidBody`, `Collider`, `NoAutoMass`
//
// Mass properties should be zero.
let mut app = create_app();
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, Collider::circle(1.0), NoAutoMass))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(*mass, ComputedMass::default());
assert_eq!(*angular_inertia, ComputedAngularInertia::default());
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_no_auto_mass_hierarchy() {
// `RigidBody`, `Collider`, `Mass(5.0)`, `NoAutoMass`
// - `Collider`, `ColliderDensity(2.0)`, `Mass(10.0)`
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider.clone(), Mass(5.0), NoAutoMass))
.with_child((collider, ColliderDensity(2.0), Mass(10.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0);
assert_eq!(
angular_inertia.value() as f32,
mass.value() as f32
* (5.0 * collider_mass_props.unit_angular_inertia()
+ 10.0 * collider_mass_props.unit_angular_inertia())
/ 15.0
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_add_remove_collider() {
// `RigidBody`, `Collider`
//
// - Check mass properties
// - Add child `Collider`
// - Check mass properties
// - Remove child `Collider`
// - Check mass properties
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app.world_mut().spawn((RigidBody::Dynamic, collider)).id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, collider_mass_props.mass);
assert_eq!(
angular_inertia.value() as f32,
collider_mass_props.angular_inertia
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
// Add a child collider
let child_collider = Collider::circle(2.0);
let child_collider_mass_props = child_collider.mass_properties(1.0);
app.world_mut()
.entity_mut(body_entity)
.with_child((child_collider, ColliderDensity(1.0)));
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(
mass.value() as f32,
collider_mass_props.mass + child_collider_mass_props.mass
);
assert_eq!(
angular_inertia.value() as f32,
collider_mass_props.angular_inertia + child_collider_mass_props.angular_inertia
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
// Remove the child collider
app.world_mut()
.entity_mut(body_entity)
.despawn_descendants();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, collider_mass_props.mass);
assert_eq!(
angular_inertia.value() as f32,
collider_mass_props.angular_inertia
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_change_mass() {
// `RigidBody`, `Collider`, `Mass(5.0)`
//
// - Check mass properties
// - Change mass
// - Check mass properties
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider, Mass(5.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0);
assert_eq!(
angular_inertia.value() as f32,
mass.value() as f32 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
// Change mass
app.world_mut().entity_mut(body_entity).insert(Mass(10.0));
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 10.0);
assert_eq!(
angular_inertia.value() as f32,
mass.value() as f32 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
#[test]
fn mass_properties_move_child_collider() {
// `RigidBody`, `Mass(10.0)`, `CenterOfMass(0.0, -0.5)`, `Transform`
// - `Collider`, `Mass(5.0)`, `Transform`
//
// - Check mass properties
// - Move child collider
// - Check mass properties
let mut app = create_app();
let body_entity = app
.world_mut()
.spawn((
RigidBody::Dynamic,
Mass(10.0),
CenterOfMass::new(0.0, -0.5),
Transform::default(),
))
.id();
let child_entity = app
.world_mut()
.spawn((Collider::circle(1.0), Mass(5.0), Transform::default()))
.set_parent(body_entity)
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, _, center_of_mass) = get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 10.0 + 5.0);
assert_relative_eq!(
center_of_mass.0,
Vector::new(0.0, -1.0 / 3.0),
epsilon = 1.0e-6
);
// Move child collider
app.world_mut()
.entity_mut(child_entity)
.insert(Transform::from_xyz(0.0, 4.0, 0.0));
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, _, center_of_mass) = get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value(), 10.0 + 5.0);
assert_relative_eq!(center_of_mass.0, Vector::new(0.0, 1.0));
}
#[test]
fn mass_properties_no_auto_mass_add_remove() {
// `RigidBody`, `Collider`, `Mass(5.0)`
// - `Collider`, `Mass(10.0)`
//
// - Check mass properties
// - Add `NoAutoMass`
// - Check mass properties
// - Remove `NoAutoMass`
// - Check mass properties
let mut app = create_app();
let collider = Collider::circle(1.0);
let collider_mass_props = collider.mass_properties(1.0);
let body_entity = app
.world_mut()
.spawn((RigidBody::Dynamic, collider.clone(), Mass(5.0)))
.with_child((collider, Mass(10.0)))
.id();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0 + 10.0);
assert_eq!(
angular_inertia.value() as f32,
5.0 * collider_mass_props.unit_angular_inertia()
+ 10.0 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
// Add `NoAutoMass`
app.world_mut().entity_mut(body_entity).insert(NoAutoMass);
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0);
assert_eq!(
angular_inertia.value() as f32,
5.0 * (5.0 * collider_mass_props.unit_angular_inertia()
+ 10.0 * collider_mass_props.unit_angular_inertia())
/ 15.0
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
// Remove `NoAutoMass`
app.world_mut()
.entity_mut(body_entity)
.remove::<NoAutoMass>();
app.world_mut().run_schedule(FixedPostUpdate);
let (mass, angular_inertia, center_of_mass) =
get_computed_mass_properties(app.world_mut(), body_entity);
assert_eq!(mass.value() as f32, 5.0 + 10.0);
assert_eq!(
angular_inertia.value() as f32,
5.0 * collider_mass_props.unit_angular_inertia()
+ 10.0 * collider_mass_props.unit_angular_inertia()
);
assert_eq!(*center_of_mass, ComputedCenterOfMass::default());
}
}