Fix some solver issues
- Fix the wrong codepath taken by the solver for contacts involving a collider without parent. - Properly adress the non-linear treatment of the friction direction - Simplify the sleeping strategy - Add an impulse resolution multiplier
This commit is contained in:
81
examples2d/drum2.rs
Normal file
81
examples2d/drum2.rs
Normal file
@@ -0,0 +1,81 @@
|
||||
use rapier2d::prelude::*;
|
||||
use rapier_testbed2d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let impulse_joints = ImpulseJointSet::new();
|
||||
let multibody_joints = MultibodyJointSet::new();
|
||||
|
||||
/*
|
||||
* Create the boxes
|
||||
*/
|
||||
let num = 30;
|
||||
let rad = 0.2;
|
||||
|
||||
let shift = rad * 2.0;
|
||||
let centerx = shift * num as f32 / 2.0;
|
||||
let centery = shift * num as f32 / 2.0;
|
||||
|
||||
for i in 0usize..num {
|
||||
for j in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
let y = j as f32 * shift - centery;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(vector![x, y])
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad).build();
|
||||
colliders.insert_with_parent(collider, handle, &mut bodies);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Setup a velocity-based kinematic rigid body.
|
||||
*/
|
||||
let platform_body = RigidBodyBuilder::new_kinematic_velocity_based().build();
|
||||
let velocity_based_platform_handle = bodies.insert(platform_body);
|
||||
|
||||
let sides = [
|
||||
(10.0, 0.25, vector![0.0, 10.0]),
|
||||
(10.0, 0.25, vector![0.0, -10.0]),
|
||||
(0.25, 10.0, vector![10.0, 0.0]),
|
||||
(0.25, 10.0, vector![-10.0, 0.0]),
|
||||
];
|
||||
let balls = [
|
||||
(1.25, vector![6.0, 6.0]),
|
||||
(1.25, vector![-6.0, 6.0]),
|
||||
(1.25, vector![6.0, -6.0]),
|
||||
(1.25, vector![-6.0, -6.0]),
|
||||
];
|
||||
|
||||
for (hx, hy, pos) in sides {
|
||||
let collider = ColliderBuilder::cuboid(hx, hy).translation(pos).build();
|
||||
colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies);
|
||||
}
|
||||
for (r, pos) in balls {
|
||||
let collider = ColliderBuilder::ball(r).translation(pos).build();
|
||||
colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies);
|
||||
}
|
||||
|
||||
/*
|
||||
* Setup a callback to control the platform.
|
||||
*/
|
||||
testbed.add_callback(move |_, physics, _, _| {
|
||||
// Update the velocity-based kinematic body by setting its velocity.
|
||||
if let Some(platform) = physics.bodies.get_mut(velocity_based_platform_handle) {
|
||||
platform.set_angvel(-0.15, true);
|
||||
}
|
||||
});
|
||||
|
||||
/*
|
||||
* Run the simulation.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
|
||||
testbed.look_at(point![0.0, 1.0], 40.0);
|
||||
}
|
||||
Reference in New Issue
Block a user