Add compound shape support.
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@@ -1,6 +1,6 @@
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use na::Point3;
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use na::{Isometry3, Point3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, ColliderShape};
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -28,6 +28,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Create the cubes
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*/
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let num = 8;
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let numy = 15;
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let rad = 0.2;
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let shift = rad * 4.0 + rad;
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@@ -37,7 +38,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..15 {
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for j in 0usize..numy {
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for i in 0..num {
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for k in 0usize..num {
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let x = i as f32 * shift * 5.0 - centerx + offset;
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@@ -47,16 +48,39 @@ pub fn init_world(testbed: &mut Testbed) {
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider1 = ColliderBuilder::cuboid(rad * 10.0, rad, rad).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(rad * 10.0, rad * 10.0, 0.0)
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.build();
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let collider3 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(-rad * 10.0, rad * 10.0, 0.0)
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.build();
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider3, handle, &mut bodies);
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// First option: attach several colliders to a single rigid-body.
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if j < numy / 2 {
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let collider1 = ColliderBuilder::cuboid(rad * 10.0, rad, rad).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(rad * 10.0, rad * 10.0, 0.0)
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.build();
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let collider3 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(-rad * 10.0, rad * 10.0, 0.0)
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.build();
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider3, handle, &mut bodies);
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} else {
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// Second option: create a compound shape and attach it to a single collider.
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let shapes = vec![
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(
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Isometry3::identity(),
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ColliderShape::cuboid(rad * 10.0, rad, rad),
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),
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(
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Isometry3::translation(rad * 10.0, rad * 10.0, 0.0),
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ColliderShape::cuboid(rad, rad * 10.0, rad),
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),
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(
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Isometry3::translation(-rad * 10.0, rad * 10.0, 0.0),
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ColliderShape::cuboid(rad, rad * 10.0, rad),
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),
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];
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let collider = ColliderBuilder::compound(shapes).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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}
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