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pub mod rb_entity;
use fxhash::FxHashMap;
use rapier2d::{
dynamics::{self},
geometry,
glamx::vec2,
math, prelude,
};
use crate::{
config::{CELLS_IN_CHUNK, PHYSICS_DELTA_TIME},
sim::{
cell::{cell::Cell, materials::MaterialId},
rb_sim::rb_entity::RbEntity,
},
};
pub struct PhysicsManager {
rigid_body_set: prelude::RigidBodySet,
collider_set: prelude::ColliderSet,
physics_pipeline: prelude::PhysicsPipeline,
integration_parameters: prelude::IntegrationParameters,
island_manager: prelude::IslandManager,
broad_phase: prelude::DefaultBroadPhase,
narrow_phase: prelude::NarrowPhase,
impulse_joint_set: prelude::ImpulseJointSet,
multibody_joint_set: prelude::MultibodyJointSet,
ccd_solver: prelude::CCDSolver,
}
impl PhysicsManager {
pub fn new() -> Self {
PhysicsManager {
rigid_body_set: prelude::RigidBodySet::new(),
collider_set: prelude::ColliderSet::new(),
physics_pipeline: prelude::PhysicsPipeline::new(),
integration_parameters: prelude::IntegrationParameters {
dt: PHYSICS_DELTA_TIME,
..prelude::IntegrationParameters::default()
},
island_manager: prelude::IslandManager::new(),
broad_phase: prelude::DefaultBroadPhase::new(),
narrow_phase: prelude::NarrowPhase::new(),
impulse_joint_set: prelude::ImpulseJointSet::new(),
multibody_joint_set: prelude::MultibodyJointSet::new(),
ccd_solver: prelude::CCDSolver::new(),
}
}
}
pub struct RbSimManager {
physics_manager: PhysicsManager,
pub rb_entities: FxHashMap<u32, RbEntity>,
}
impl RbSimManager {
pub fn rb_tick(&mut self, delta_time: f32) {
let gravity = vec2(0.0, 25.0);
self.physics_manager.physics_pipeline.step(
gravity,
&self.physics_manager.integration_parameters,
&mut self.physics_manager.island_manager,
&mut self.physics_manager.broad_phase,
&mut self.physics_manager.narrow_phase,
&mut self.physics_manager.rigid_body_set,
&mut self.physics_manager.collider_set,
&mut self.physics_manager.impulse_joint_set,
&mut self.physics_manager.multibody_joint_set,
&mut self.physics_manager.ccd_solver,
&(),
&(),
);
}
pub fn get_rb_entity_position(&self, entity_id: u32) -> Option<(f32, f32)> {
let entity = self.rb_entities.get(&entity_id);
match entity {
Some(entity) => {
let rb = self.physics_manager.rigid_body_set.get(entity.rb_parent);
rb.map(|rb| (rb.position().translation.x, rb.position().translation.y))
}
None => return None,
}
}
pub fn test(&mut self) {
/* Create the ground. */
let collider = geometry::ColliderBuilder::cuboid(100.0, 0.1).build();
self.physics_manager.collider_set.insert(collider);
/* Create the bouncing ball. */
let rigid_body = dynamics::RigidBodyBuilder::dynamic()
.translation(math::Vector::new(0.0, -100.0))
.build();
let collider = geometry::ColliderBuilder::ball(5.0)
.restitution(0.7)
.build();
let ball_body_handle = self.physics_manager.rigid_body_set.insert(rigid_body);
self.physics_manager.collider_set.insert_with_parent(
collider,
ball_body_handle,
&mut self.physics_manager.rigid_body_set,
);
let test_cells = Box::new([Cell::void(); CELLS_IN_CHUNK]);
let mut rb_entity = RbEntity {
id: 0,
cells: test_cells,
rb_parent: ball_body_handle,
};
for x in 0..10 {
for y in 0..10 {
rb_entity.set_cell_at_local_position(x, y, Cell::from_material(MaterialId::Wood));
}
}
self.rb_entities.insert(0, rb_entity);
}
pub fn new() -> Self {
RbSimManager {
physics_manager: PhysicsManager::new(),
rb_entities: FxHashMap::default(),
}
}
}
|