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rapier2d/dynamics/
coefficient_combine_rule.rs

1use crate::math::Real;
2// Provides `sqrt` in no-std builds (same pattern as island_manager/local_split.rs).
3#[allow(unused_imports)]
4use simba::scalar::ComplexField as _;
5
6/// How to combine friction/restitution values when two colliders touch.
7///
8/// When two colliders with different friction (or restitution) values collide, Rapier
9/// needs to decide what the effective friction/restitution should be. Each collider has
10/// a combine rule, and the "stronger" rule wins
11/// (GeometricMean > ClampedSum > Max > Multiply > Min > Average).
12///
13/// ## Combine Rules
14///
15/// **Most games use Average (the default)** and never change this.
16///
17/// - **Average** (default): `(friction1 + friction2) / 2` - Balanced, intuitive
18/// - **Min**: `min(friction1, friction2).abs()` - "Slippery wins" (ice on any surface = ice)
19/// - **Multiply**: `friction1 × friction2` - Both must be high for high friction
20/// - **Max**: `max(friction1, friction2)` - "Sticky wins" (rubber on any surface = rubber)
21/// - **ClampedSum**: `sum(friction1, friction2).clamp(0, 1)` - Sum of both frictions, clamped to range 0, 1.
22/// - **GeometricMean**: `sqrt(friction1 × friction2)` - Between Multiply and Average; zero if either is zero.
23///
24/// ## Example
25/// ```
26/// # use rapier3d::prelude::*;
27/// // Ice collider that makes everything slippery
28/// let ice = ColliderBuilder::cuboid(10.0, 0.1, 10.0)
29///     .friction(0.0)
30///     .friction_combine_rule(CoefficientCombineRule::Min)  // Ice wins!
31///     .build();
32/// ```
33///
34/// ## Priority System
35/// If colliders disagree on rules, the "higher" one wins:
36/// GeometricMean > ClampedSum > Max > Multiply > Min > Average
37#[derive(Default, Copy, Clone, Debug, PartialEq, Eq, PartialOrd, Ord)]
38#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
39pub enum CoefficientCombineRule {
40    /// Average the two values (default, most common).
41    #[default]
42    Average = 0,
43    /// Use the smaller value ("slippery/soft wins").
44    Min = 1,
45    /// Multiply the two values (both must be high).
46    Multiply = 2,
47    /// Use the larger value ("sticky/bouncy wins").
48    Max = 3,
49    /// The clamped sum of the two coefficients.
50    ClampedSum = 4,
51    /// The square root of the product of the two values.
52    ///
53    /// A common convention in other engines (e.g. Bullet, PhysX): stricter than Average
54    /// (either value being zero results in zero) but less aggressive than Multiply for
55    /// values below 1.
56    GeometricMean = 5,
57}
58
59impl CoefficientCombineRule {
60    /// Combines two coefficients according to the given combine rules.
61    ///
62    /// If the two combine rules differ, the one with the higher discriminant wins:
63    ///
64    /// ```text
65    /// GeometricMean > ClampedSum > Max > Multiply > Min > Average
66    /// ```
67    pub fn combine(
68        coeff1: Real,
69        coeff2: Real,
70        rule1: CoefficientCombineRule,
71        rule2: CoefficientCombineRule,
72    ) -> Real {
73        let effective_rule = rule1.max(rule2);
74
75        match effective_rule {
76            CoefficientCombineRule::Average => (coeff1 + coeff2) / 2.0,
77            CoefficientCombineRule::Min => {
78                // Even though coeffs are meant to be positive, godot use-case has negative values.
79                // We're following their logic here.
80                // Context: https://github.com/dimforge/rapier/pull/741#discussion_r1862402948
81                coeff1.min(coeff2).abs()
82            }
83            CoefficientCombineRule::Multiply => coeff1 * coeff2,
84            CoefficientCombineRule::Max => coeff1.max(coeff2),
85            CoefficientCombineRule::ClampedSum => (coeff1 + coeff2).clamp(0.0, 1.0),
86            // Negative coefficients are tolerated (see the Min comment above), so clamp
87            // before taking the square root to avoid NaN on a negative product.
88            CoefficientCombineRule::GeometricMean => (coeff1.max(0.0) * coeff2.max(0.0)).sqrt(),
89        }
90    }
91}
92
93#[cfg(test)]
94mod test {
95    use super::CoefficientCombineRule;
96    use crate::math::Real;
97
98    fn combine(c1: Real, c2: Real, rule: CoefficientCombineRule) -> Real {
99        CoefficientCombineRule::combine(c1, c2, rule, rule)
100    }
101
102    #[test]
103    fn geometric_mean_combine() {
104        assert_eq!(
105            combine(0.25, 1.0, CoefficientCombineRule::GeometricMean),
106            0.5
107        );
108        assert_eq!(
109            combine(0.7, 0.0, CoefficientCombineRule::GeometricMean),
110            0.0
111        );
112        // Negative coefficients (tolerated for the godot use-case) must not produce NaN.
113        assert_eq!(
114            combine(-0.5, 0.5, CoefficientCombineRule::GeometricMean),
115            0.0
116        );
117        assert_eq!(
118            combine(-0.5, -0.5, CoefficientCombineRule::GeometricMean),
119            0.0
120        );
121    }
122
123    #[test]
124    fn geometric_mean_wins_rule_priority() {
125        assert_eq!(
126            CoefficientCombineRule::combine(
127                0.25,
128                1.0,
129                CoefficientCombineRule::GeometricMean,
130                CoefficientCombineRule::Average,
131            ),
132            0.5
133        );
134    }
135}