raidillon/physics/src/physics.rs
reo 713d865dd7 MASSIVE Kinematic Character Controller Update
- NEW kinematic character controller powered by rapier3d at kinematic_character_controller.rs
- NEW camera modes. The ability to switch between the free debug camera and new character controller.
- NEW keybinds system to support the camera mode swap
2025-10-26 18:29:59 +03:00

82 lines
2.7 KiB
Rust

use glam::{Quat, Vec3};
use rapier3d::na::{Quaternion, UnitQuaternion};
use rapier3d::prelude::*;
use raidillon_ecs::Transform;
/// Tiny wrapper around rapier3d.
pub struct Physics {
pub rigid_body_set: RigidBodySet,
pub collider_set: ColliderSet,
physics_pipeline: PhysicsPipeline,
island_manager: IslandManager,
pub broad_phase: DefaultBroadPhase,
pub narrow_phase: NarrowPhase,
impulse_joint_set: ImpulseJointSet,
multibody_joint_set: MultibodyJointSet,
ccd_solver: CCDSolver,
gravity: Vector<f32>,
integration_parameters: IntegrationParameters,
}
impl Default for Physics {
fn default() -> Self {
Self {
gravity: vector![0.0, -9.81, 0.0],
rigid_body_set: Default::default(),
collider_set: Default::default(),
physics_pipeline: Default::default(),
island_manager: Default::default(),
broad_phase: Default::default(),
narrow_phase: Default::default(),
impulse_joint_set: Default::default(),
multibody_joint_set: Default::default(),
ccd_solver: Default::default(),
integration_parameters: Default::default(),
}
}
}
impl Physics {
pub fn step(&mut self, dt: f32) {
self.integration_parameters.dt = dt;
self.physics_pipeline.step(
&self.gravity,
&self.integration_parameters,
&mut self.island_manager,
&mut self.broad_phase,
&mut self.narrow_phase,
&mut self.rigid_body_set,
&mut self.collider_set,
&mut self.impulse_joint_set,
&mut self.multibody_joint_set,
&mut self.ccd_solver,
&(),
&(),
);
}
pub fn add_rigid_body(&mut self, kind: RigidBodyType, transform: Transform, collider: Collider) -> RigidBodyHandle {
let rb = RigidBodyBuilder::new(kind)
.translation(vector![transform.translation.x, transform.translation.y, transform.translation.z])
.build();
let rb_handle = self.rigid_body_set.insert(rb);
self.collider_set.insert_with_parent(collider, rb_handle, &mut self.rigid_body_set);
rb_handle
}
pub fn get_rigid_body(&self, handle: RigidBodyHandle) -> Option<&RigidBody> {
self.rigid_body_set.get(handle)
}
pub fn get_rigid_body_mut(&mut self, handle: RigidBodyHandle) -> Option<&mut RigidBody> {
self.rigid_body_set.get_mut(handle)
}
pub fn rapier_translation_to_glam(v: &Vector<f32>) -> Vec3 {
Vec3::new(v.x, v.y, v.z)
}
pub fn rapier_rotation_to_glam(r: &UnitQuaternion<f32>) -> Quat {
Quat::from_xyzw(r.i, r.j, r.k, r.w)
}
}