Add a 2D demo for locking rotation.
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@@ -16,6 +16,7 @@ mod damping2;
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mod debug_box_ball2;
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mod heightfield2;
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mod joints2;
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mod locked_rotation2;
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mod platform2;
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mod pyramid2;
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mod restitution2;
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@@ -59,6 +60,7 @@ pub fn main() {
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("Damping", damping2::init_world),
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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("Locked rotations", locked_rotation2::init_world),
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("Platform", platform2::init_world),
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("Pyramid", pyramid2::init_world),
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("Restitution", restitution2::init_world),
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63
examples2d/locked_rotation2.rs
Normal file
63
examples2d/locked_rotation2.rs
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@@ -0,0 +1,63 @@
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use na::Point2;
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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// This shows a bug when a cylinder is in contact with a very large
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// but very thin cuboid. In this case the EPA returns an incorrect
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// contact normal, resulting in the cylinder falling through the floor.
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let joints = JointSet::new();
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/*
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* The ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A rectangle that only rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 3.0)
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.lock_translations()
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(2.0, 0.6).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A tilted capsule that cannot rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 5.0)
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.rotation(1.0)
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.lock_rotations()
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.6, 0.4).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point2::new(0.0, 0.0), 40.0);
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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@@ -61,7 +61,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a callback to control the platform.
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*/
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testbed.add_callback(move |_, physics, _, _, time| {
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let mut platform = physics.bodies.get_mut(platform_handle).unwrap();
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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let dt = 0.016;
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@@ -40,9 +40,7 @@ pub fn init_world(testbed: &mut Testbed) {
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colliders.insert(collider, handle, &mut bodies);
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/*
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* A capsule that cannot rotate.
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* We initialize it in a tilted position to demonstrate the
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* fact that is cannot rotate.
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* A tilted capsule that cannot rotate.
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*/
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 5.0, 0.0)
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@@ -634,7 +634,7 @@ impl RigidBodyBuilder {
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///
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/// This is equivalent to `self.mass(0.0, false)`. See the
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/// documentation of [`RigidBodyBuilder::mass`] for more details.
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pub fn lock_translations(mut self) -> Self {
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pub fn lock_translations(self) -> Self {
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self.mass(0.0, false)
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}
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@@ -644,7 +644,7 @@ impl RigidBodyBuilder {
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/// `self.principal_inertia(Vector3::zeros(), Vector3::repeat(false))` (in 3D).
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///
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/// See the documentation of [`RigidBodyBuilder::principal_inertia`] for more details.
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pub fn lock_rotations(mut self) -> Self {
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pub fn lock_rotations(self) -> Self {
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#[cfg(feature = "dim2")]
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return self.principal_inertia(0.0, false);
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#[cfg(feature = "dim3")]
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@@ -219,7 +219,7 @@ impl Box2dWorld {
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}
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pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
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for (handle, mut body) in bodies.iter_mut() {
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for (handle, body) in bodies.iter_mut() {
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if let Some(pb2_handle) = self.rapier2box2d.get(&handle) {
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let b2_body = self.world.body(*pb2_handle);
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let pos = b2_transform_to_na_isometry(b2_body.transform().clone());
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@@ -20,12 +20,11 @@ use na::{self, Point2, Point3, Vector3};
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use rapier::dynamics::{
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ActivationStatus, IntegrationParameters, JointSet, RigidBodyHandle, RigidBodySet,
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};
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#[cfg(feature = "dim3")]
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use rapier::geometry::Ray;
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use rapier::geometry::{
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BroadPhase, ColliderHandle, ColliderSet, ContactEvent, InteractionGroups, NarrowPhase,
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ProximityEvent,
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BroadPhase, ColliderHandle, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent,
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};
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#[cfg(feature = "dim3")]
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use rapier::geometry::{InteractionGroups, Ray};
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use rapier::math::Vector;
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use rapier::pipeline::{ChannelEventCollector, PhysicsPipeline, QueryPipeline};
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