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rapier2d/pipeline/
physics_hooks.rs

1use crate::dynamics::{RigidBodyHandle, RigidBodySet};
2use crate::geometry::{ColliderHandle, ColliderSet, ContactManifold, SolverContact, SolverFlags};
3use crate::math::{Real, Vector};
4use na::ComplexField;
5
6/// Context given to custom collision filters to filter-out collisions.
7pub struct PairFilterContext<'a> {
8    /// The set of rigid-bodies.
9    pub bodies: &'a RigidBodySet,
10    /// The set of colliders.
11    pub colliders: &'a ColliderSet,
12    /// The handle of the first collider involved in the potential collision.
13    pub collider1: ColliderHandle,
14    /// The handle of the first collider involved in the potential collision.
15    pub collider2: ColliderHandle,
16    /// The handle of the first body involved in the potential collision.
17    pub rigid_body1: Option<RigidBodyHandle>,
18    /// The handle of the first body involved in the potential collision.
19    pub rigid_body2: Option<RigidBodyHandle>,
20}
21
22/// Context given to custom contact modifiers to modify the contacts seen by the constraints solver.
23pub struct ContactModificationContext<'a> {
24    /// The set of rigid-bodies.
25    pub bodies: &'a RigidBodySet,
26    /// The set of colliders.
27    pub colliders: &'a ColliderSet,
28    /// The handle of the first collider involved in the potential collision.
29    pub collider1: ColliderHandle,
30    /// The handle of the first collider involved in the potential collision.
31    pub collider2: ColliderHandle,
32    /// The handle of the first body involved in the potential collision.
33    pub rigid_body1: Option<RigidBodyHandle>,
34    /// The handle of the first body involved in the potential collision.
35    pub rigid_body2: Option<RigidBodyHandle>,
36    /// The contact manifold.
37    pub manifold: &'a ContactManifold,
38    /// The solver contacts that can be modified.
39    pub solver_contacts: &'a mut Vec<SolverContact>,
40    /// The contact normal that can be modified.
41    pub normal: &'a mut Vector,
42    /// User-defined data attached to the manifold.
43    // NOTE: we keep this a &'a mut u32 to emphasize the
44    // fact that this can be modified.
45    pub user_data: &'a mut u32,
46}
47
48impl ContactModificationContext<'_> {
49    /// Helper function to update `self` to emulate a oneway-platform.
50    ///
51    /// The "oneway" behavior will only allow contacts between two colliders
52    /// if the local contact normal of the first collider involved in the contact
53    /// is almost aligned with the provided `allowed_local_n1` direction.
54    ///
55    /// To make this method work properly it must be called as part of the
56    /// `PhysicsHooks::modify_solver_contacts` method at each timestep, for each
57    /// contact manifold involving a one-way platform. The `self.user_data` field
58    /// must not be modified from the outside of this method.
59    pub fn update_as_oneway_platform(&mut self, allowed_local_n1: Vector, allowed_angle: Real) {
60        const CONTACT_CONFIGURATION_UNKNOWN: u32 = 0;
61        const CONTACT_CURRENTLY_ALLOWED: u32 = 1;
62        const CONTACT_CURRENTLY_FORBIDDEN: u32 = 2;
63
64        let cang = ComplexField::cos(allowed_angle);
65
66        // Test the allowed normal with the local-space contact normal that
67        // points towards the exterior of context.collider1.
68        let contact_is_ok = self.manifold.local_n1.dot(allowed_local_n1) >= cang;
69
70        match *self.user_data {
71            CONTACT_CONFIGURATION_UNKNOWN => {
72                if contact_is_ok {
73                    // The contact is close enough to the allowed normal.
74                    *self.user_data = CONTACT_CURRENTLY_ALLOWED;
75                } else {
76                    // The contact normal isn't close enough to the allowed
77                    // normal, so remove all the contacts and mark further contacts
78                    // as forbidden.
79                    self.solver_contacts.clear();
80
81                    // NOTE: in some very rare cases `local_n1` will be
82                    // zero if the objects are exactly touching at one point.
83                    // So in this case we can't really conclude.
84                    // If the norm is non-zero, then we can tell we need to forbid
85                    // further contacts. Otherwise we have to wait for the next frame.
86                    if self.manifold.local_n1.length_squared() > 0.1 {
87                        *self.user_data = CONTACT_CURRENTLY_FORBIDDEN;
88                    }
89                }
90            }
91            CONTACT_CURRENTLY_FORBIDDEN => {
92                // Contacts are forbidden so we need to continue forbidding contacts
93                // until all the contacts are non-penetrating again. In that case, if
94                // the contacts are OK with respect to the contact normal, then we can
95                // mark them as allowed.
96                if contact_is_ok && self.solver_contacts.iter().all(|c| c.dist > 0.0) {
97                    *self.user_data = CONTACT_CURRENTLY_ALLOWED;
98                } else {
99                    // Discard all the contacts.
100                    self.solver_contacts.clear();
101                }
102            }
103            CONTACT_CURRENTLY_ALLOWED => {
104                // We allow all the contacts right now. The configuration becomes
105                // uncertain again when the contact manifold no longer contains any contact.
106                if self.solver_contacts.is_empty() {
107                    *self.user_data = CONTACT_CONFIGURATION_UNKNOWN;
108                }
109            }
110            _ => unreachable!(),
111        }
112    }
113}
114
115bitflags::bitflags! {
116    #[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
117    #[derive(Copy, Clone, PartialEq, Eq, Debug, Hash)]
118    /// Flags that enable custom collision filtering and contact modification callbacks.
119    ///
120    /// These are advanced features for custom physics behavior. Most users don't need hooks -
121    /// use [`InteractionGroups`](crate::geometry::InteractionGroups) for collision filtering instead.
122    ///
123    /// Hooks let you:
124    /// - Dynamically decide if two colliders should collide (beyond collision groups)
125    /// - Modify contact properties before solving (friction, restitution, etc.)
126    /// - Implement one-way platforms, custom collision rules
127    ///
128    /// # Example use cases
129    /// - One-way platforms (collide from above, pass through from below)
130    /// - Complex collision rules that can't be expressed with collision groups
131    /// - Dynamic friction/restitution based on impact velocity
132    /// - Ghost mode (player temporarily ignores certain objects)
133    pub struct ActiveHooks: u32 {
134        /// Enables `PhysicsHooks::filter_contact_pair` callback for this collider.
135        ///
136        /// Lets you programmatically decide if contact should be computed and resolved.
137        const FILTER_CONTACT_PAIRS = 0b0001;
138
139        /// Enables `PhysicsHooks::filter_intersection_pair` callback for this collider.
140        ///
141        /// For sensor/intersection filtering (similar to contact filtering but for sensors).
142        const FILTER_INTERSECTION_PAIR = 0b0010;
143
144        /// Enables `PhysicsHooks::modify_solver_contacts` callback for this collider.
145        ///
146        /// Lets you modify contact properties (friction, restitution, etc.) before solving.
147        const MODIFY_SOLVER_CONTACTS = 0b0100;
148    }
149}
150impl Default for ActiveHooks {
151    fn default() -> Self {
152        ActiveHooks::empty()
153    }
154}
155
156// TODO: right now, the wasm version don't have the Send+Sync bounds.
157//       This is because these bounds are very difficult to fulfill if we want to
158//       call JS closures. Also, parallelism cannot be enabled for wasm targets, so
159//       not having Send+Sync isn't a problem.
160/// User-defined functions called by the physics engines during one timestep in order to customize its behavior.
161#[cfg(target_arch = "wasm32")]
162pub trait PhysicsHooks {
163    /// Applies the contact pair filter.
164    fn filter_contact_pair(&self, _context: &PairFilterContext) -> Option<SolverFlags> {
165        Some(SolverFlags::COMPUTE_IMPULSES)
166    }
167
168    /// Applies the intersection pair filter.
169    fn filter_intersection_pair(&self, _context: &PairFilterContext) -> bool {
170        true
171    }
172
173    /// Modifies the set of contacts seen by the constraints solver.
174    fn modify_solver_contacts(&self, _context: &mut ContactModificationContext) {}
175}
176
177/// User-defined functions called by the physics engines during one timestep in order to customize its behavior.
178#[cfg(not(target_arch = "wasm32"))]
179pub trait PhysicsHooks: Send + Sync {
180    /// Applies the contact pair filter.
181    ///
182    /// Note that this method will only be called if at least one of the colliders
183    /// involved in the contact contains the `ActiveHooks::FILTER_CONTACT_PAIRS` flags
184    /// in its physics hooks flags.
185    ///
186    /// User-defined filter for potential contact pairs detected by the broad-phase.
187    /// This can be used to apply custom logic in order to decide whether two colliders
188    /// should have their contact computed by the narrow-phase, and if these contact
189    /// should be solved by the constraints solver
190    ///
191    /// Note that using a contact pair filter will replace the default contact filtering
192    /// which consists of preventing contact computation between two non-dynamic bodies.
193    ///
194    /// This filtering method is called after taking into account the colliders collision groups.
195    ///
196    /// If this returns `None`, then the narrow-phase will ignore this contact pair and
197    /// not compute any contact manifolds for it.
198    /// If this returns `Some`, then the narrow-phase will compute contact manifolds for
199    /// this pair of colliders, and configure them with the returned solver flags. For
200    /// example, if this returns `Some(SolverFlags::COMPUTE_IMPULSES)` then the contacts
201    /// will be taken into account by the constraints solver. If this returns
202    /// `Some(SolverFlags::empty())` then the constraints solver will ignore these
203    /// contacts.
204    fn filter_contact_pair(&self, _context: &PairFilterContext) -> Option<SolverFlags> {
205        Some(SolverFlags::COMPUTE_IMPULSES)
206    }
207
208    /// Applies the intersection pair filter.
209    ///
210    /// Note that this method will only be called if at least one of the colliders
211    /// involved in the contact contains the `ActiveHooks::FILTER_INTERSECTION_PAIR` flags
212    /// in its physics hooks flags.
213    ///
214    /// User-defined filter for potential intersection pairs detected by the broad-phase.
215    ///
216    /// This can be used to apply custom logic in order to decide whether two colliders
217    /// should have their intersection computed by the narrow-phase.
218    ///
219    /// Note that using an intersection pair filter will replace the default intersection filtering
220    /// which consists of preventing intersection computation between two non-dynamic bodies.
221    ///
222    /// This filtering method is called after taking into account the colliders collision groups.
223    ///
224    /// If this returns `false`, then the narrow-phase will ignore this pair and
225    /// not compute any intersection information for it.
226    /// If this return `true` then the narrow-phase will compute intersection
227    /// information for this pair.
228    fn filter_intersection_pair(&self, _context: &PairFilterContext) -> bool {
229        true
230    }
231
232    /// Modifies the set of contacts seen by the constraints solver.
233    ///
234    /// Note that this method will only be called if at least one of the colliders
235    /// involved in the contact contains the `ActiveHooks::MODIFY_SOLVER_CONTACTS` flags
236    /// in its physics hooks flags.
237    ///
238    /// By default, the content of `solver_contacts` is computed from `manifold.points`.
239    /// This method will be called on each contact manifold which have the flag `SolverFlags::modify_solver_contacts` set.
240    /// This method can be used to modify the set of solver contacts seen by the constraints solver: contacts
241    /// can be removed and modified.
242    ///
243    /// Note that if all the contacts have to be ignored by the constraint solver, you may simply
244    /// do `context.solver_contacts.clear()`.
245    ///
246    /// Modifying the solver contacts allow you to achieve various effects, including:
247    /// - Simulating conveyor belts by setting the `surface_velocity` of a solver contact.
248    /// - Simulating shapes with multiply materials by modifying the friction and restitution
249    ///   coefficient depending of the features in contacts.
250    /// - Simulating one-way platforms depending on the contact normal.
251    ///
252    /// Each contact manifold is given a `u32` user-defined data that is persistent between
253    /// timesteps (as long as the contact manifold exists). This user-defined data is initialized
254    /// as 0 and can be modified in `context.user_data`.
255    ///
256    /// The world-space contact normal can be modified in `context.normal`.
257    fn modify_solver_contacts(&self, _context: &mut ContactModificationContext) {}
258}
259
260impl PhysicsHooks for () {
261    fn filter_contact_pair(&self, _context: &PairFilterContext) -> Option<SolverFlags> {
262        Some(SolverFlags::default())
263    }
264
265    fn filter_intersection_pair(&self, _: &PairFilterContext) -> bool {
266        true
267    }
268
269    fn modify_solver_contacts(&self, _: &mut ContactModificationContext) {}
270}