Add a velocity-based platform the the platform demos.
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@@ -52,14 +52,24 @@ pub fn init_world(testbed: &mut Testbed) {
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}
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/*
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* Setup a kinematic rigid body.
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* Setup a velocity-based kinematic rigid body.
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*/
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let platform_body = RigidBodyBuilder::new_kinematic()
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let platform_body = RigidBodyBuilder::new_kinematic_velocity_based()
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.translation(vector![0.0, 1.5 + 0.8, -10.0 * rad])
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.build();
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let platform_handle = bodies.insert(platform_body);
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let velocity_based_platform_handle = bodies.insert(platform_body);
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let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0).build();
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies);
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/*
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* Setup a position-based kinematic rigid body.
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*/
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let platform_body = RigidBodyBuilder::new_kinematic_position_based()
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.translation(vector![0.0, 2.0 + 1.5 + 0.8, -10.0 * rad])
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.build();
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let position_based_platform_handle = bodies.insert(platform_body);
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let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0).build();
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colliders.insert_with_parent(collider, position_based_platform_handle, &mut bodies);
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/*
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* Setup a callback to control the platform.
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@@ -71,21 +81,22 @@ pub fn init_world(testbed: &mut Testbed) {
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return;
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}
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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let mut next_pos = *platform.position();
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let velocity = vector![
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0.0,
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(run_state.time * 5.0).sin(),
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run_state.time.sin() * 5.0
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];
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.z += run_state.time.sin() * 5.0 * dt;
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(velocity_based_platform_handle) {
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platform.set_linvel(velocity, true);
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}
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if next_pos.translation.vector.z >= rad * 10.0 {
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next_pos.translation.vector.z -= dt;
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}
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if next_pos.translation.vector.z <= -rad * 10.0 {
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next_pos.translation.vector.z += dt;
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}
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platform.set_next_kinematic_position(next_pos);
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// Update the position-based kinematic body by setting its next position.
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if let Some(platform) = physics.bodies.get_mut(position_based_platform_handle) {
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let mut next_tra = *platform.translation();
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next_tra += velocity * physics.integration_parameters.dt;
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platform.set_next_kinematic_translation(next_tra);
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}
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});
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