// Copyright 2025 International Digital Economy Academy
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
///|
/// 3D-flavored collision pipeline.
///
/// This is a thin wrapper around the existing 2D `CollisionPipeline` used to port the
/// rapier-reference dim3 unit tests.
pub struct CollisionPipeline3 {
inner : CollisionPipeline
}
///|
pub fn CollisionPipeline3::CollisionPipeline3() -> CollisionPipeline3 {
{ inner: CollisionPipeline() }
}
///|
pub fn CollisionPipeline3::step(
self : CollisionPipeline3,
prediction_distance : @core.Real,
islands : @dynamics.IslandManager3,
broad_phase : @collision.BroadPhaseBvh,
narrow_phase : @collision.NarrowPhase,
bodies : @dynamics.RigidBodySet3,
colliders : @collision.ColliderSet3,
hooks : PhysicsHooks,
events : EventHandler,
) -> Unit {
self |> ignore
islands |> ignore
events |> ignore
broad_phase.update3(prediction_distance, bodies, colliders)
let pairs = broad_phase.pairs()
let filtered_pairs = []
fn is_dynamic_collider(
bodies : @dynamics.RigidBodySet3,
collider : @collision.Collider,
) -> Bool {
if collider.parent() is Some(parent) {
if bodies.get(parent) is Some(body) {
body.body_type() is Dynamic
} else {
false
}
} else {
false
}
}
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