Simulation structures
This page describes RapierPhysicsPlugin
Rapier Context
The data structures handled by rapier for a specific context are stored in different components.
An ergonomic QueryData
helper is provided to reduce boilerplate:
See https://docs.rs/bevy_rapier3d/latest/bevy_rapier3d/plugin/context/systemparams/struct.RapierContext.html
Gravity
Gravity is represented as a vector. It affects every dynamic rigid-body taking part of the simulation. The gravity
can be altered at each timestep PhysicsPipeline::step
)RapierConfiguration::gravity
)
Integration parameters
The IntegrationParameters
RapierContext
Island manager
The IslandManager
RapierContext
PhysicsPipeline::step
and can be queried to retrieve
the list of all the rigid-bodies modified by the physics engine during the last timestep. This can be useful
to update the rendering of only the rigid-bodies that moved:
// Iter on each rigid-bodies that moved (dynamic and kinematic).
for rigid_body_handle in island_manager.active_bodies() {
let rigid_body = &rigid_body_set[*rigid_body_handle];
println!(
"Rigid body {:?} has a new position: {}",
rigid_body_handle,
rigid_body.position()
);
}
this is not used, nothing links to it. Also, it's not compiling.
fn print_active_bodies_positions(island_manager: Res<IslandManager>, positions: Query<&RigidBodyPositionComponent>) {
// Iter on each dynamic rigid-bodies that moved.
for rigid_body_handle in island_manager.active_dynamic_bodies() {
if let Ok(rb_pos) = positions.get(rigid_body_handle.entity()) {
println!("Rigid body {:?} has a new position: {}", rigid_body_handle, rb_pos.position);
}
}
}
Learn more about sleeping rigid-bodies in the dedicated section.
Physics pipeline
The PhysicsPipeline
RapierContextSimulation
component
PhysicsPipeline::step
executes one timestep.
Its usage is illustrated in the basic simulation example.
Collision pipeline
The CollisionPipeline
is similar to the PhysicsPipeline
except that it will only run collision-detection.
It won't perform any dynamics (force computation, integration, CCD, etc.) It is generally used instead of
the PhysicsPipeline
when one only needs collision-detection.
Running both the CollisionPipeline
and the PhysicsPipeline
is useless because the PhysicsPipeline
already
does collision-detection.
Query pipeline
The QueryPipeline
is responsible for efficiently running scene queries, e.g., ray-casting,
shape-casting (sweep tests), intersection tests, on all the colliders of the scene.
The QueryPipeline
is a temporary object that is initialized from the broad-phase, collider set, and rigid-body set.
It reuses the acceleration data-structure (BVH) from the broad-phase which is automatically updated by the physics
stepping function.
// Game loop.
loop {
// Stepping the simulation will update the broad-phase.
physics_pipeline.step(...);
// Init a temporary query pipeline by borrowing from the broad-phase
// and collides/rigid-bodies. Scene queries will take into account
// the last objects positions know at the end of the last physics
// simulation step.
let query_pipeline = broad_phase.as_query_pipeline(
narrow_phase.query_dispatcher(),
rigid_body_set,
collider_set,
filter,
);
}
Learn more about scene queries with the QueryPipeline
in the dedicated page.
Rigid-body set
The RigidBodySet
contains all the rigid-bodies that needs to be simulated. This set is represented as a
generational-arena, i.e., a vector where each element is indexed using a handle that combines
an u32
index and an u32
generation number. This ensures that every rigid-body is given a unique handle.
Learn more about rigid-bodies in the dedicated page.
Collider set
The ColliderSet
contains all the colliders that needs to be simulated. This set is represented as a
generational-arena, i.e., a vector where each element is indexed using a handle that combines
an u32
index and an u32
generation number. This ensures that every collider is
given a unique handle.
Learn more about colliders in the dedicated page.
Joint set
The ImpulseJointSet
contains all the impulse-based joints that needs to be simulated. This set is represented as a
generational-arena, i.e., a vector where each element is indexed using a handle that combines
an u32
index and an u32
generation number. This ensures that every joint is
given a unique handle.
Learn more about joints in the dedicated page.
CCD solver
The CCD solver PhysicsPipeline::step
method.
Learn more about CCD in the dedicated section.
Physics hooks
The physics hooks are trait-objects implementing the PhysicsHooks
trait. They can be used to apply arbitrary
rules to ignore collision detection between some pairs of colliders. They can also be used to modify the contacts
processed by the constraints solver for computing forces.
Learn more about physics hooks in the dedicated section.
Event handler
The event handlers are trait-objects implementing the EventHandler
trait. They can be used to get notified
when two non-sensor colliders start/stop having contacts, and when one sensor collider and one other collider
start/stop intersecting. Learn more about collision events in
the dedicated section.