First public release of Rapier.
This commit is contained in:
27
examples3d/Cargo.toml
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27
examples3d/Cargo.toml
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@@ -0,0 +1,27 @@
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[package]
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name = "nphysics-examples-3d"
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version = "0.1.0"
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authors = [ "Sébastien Crozet <developer@crozet.re>" ]
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edition = "2018"
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[features]
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parallel = [ "rapier3d/parallel", "rapier_testbed3d/parallel" ]
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simd-stable = [ "rapier3d/simd-stable" ]
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simd-nightly = [ "rapier3d/simd-nightly" ]
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other-backends = [ "rapier_testbed3d/other-backends" ]
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enhanced-determinism = [ "rapier3d/enhanced-determinism" ]
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[dependencies]
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rand = "0.7"
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Inflector = "0.11"
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nalgebra = "0.22"
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[dependencies.rapier_testbed3d]
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path = "../build/rapier_testbed3d"
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[dependencies.rapier3d]
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path = "../build/rapier3d"
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[[bin]]
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name = "all_examples3"
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path = "./all_examples3.rs"
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110
examples3d/all_examples3.rs
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110
examples3d/all_examples3.rs
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#![allow(dead_code)]
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extern crate nalgebra as na;
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#[cfg(target_arch = "wasm32")]
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use wasm_bindgen::prelude::*;
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use inflector::Inflector;
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use rapier_testbed3d::Testbed;
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use std::cmp::Ordering;
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mod balls3;
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mod boxes3;
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mod capsules3;
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mod debug_boxes3;
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mod debug_triangle3;
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mod domino3;
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mod heightfield3;
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mod joints3;
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mod kinematic3;
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mod pyramid3;
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mod sensor3;
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mod stacks3;
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mod stress_joint_ball3;
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mod stress_joint_fixed3;
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mod stress_joint_prismatic3;
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mod stress_joint_revolute3;
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mod stress_keva3;
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mod trimesh3;
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fn demo_name_from_command_line() -> Option<String> {
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let mut args = std::env::args();
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while let Some(arg) = args.next() {
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if &arg[..] == "--example" {
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return args.next();
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}
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}
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None
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}
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#[cfg(any(target_arch = "wasm32", target_arch = "asmjs"))]
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fn demo_name_from_url() -> Option<String> {
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None
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// let window = stdweb::web::window();
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// let hash = window.location()?.search().ok()?;
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// if hash.len() > 0 {
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// Some(hash[1..].to_string())
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// } else {
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// None
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// }
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}
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#[cfg(not(any(target_arch = "wasm32", target_arch = "asmjs")))]
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fn demo_name_from_url() -> Option<String> {
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None
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}
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#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
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pub fn main() {
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let demo = demo_name_from_command_line()
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.or_else(|| demo_name_from_url())
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.unwrap_or(String::new())
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.to_camel_case();
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Balls", balls3::init_world),
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("Boxes", boxes3::init_world),
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("Capsules", capsules3::init_world),
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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("Joints", joints3::init_world),
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("Kinematic", kinematic3::init_world),
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("Stacks", stacks3::init_world),
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("Pyramid", pyramid3::init_world),
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("Sensor", sensor3::init_world),
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("Trimesh", trimesh3::init_world),
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("(Debug) boxes", debug_boxes3::init_world),
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("(Debug) triangle", debug_triangle3::init_world),
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("(Stress test) joint ball", stress_joint_ball3::init_world),
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("(Stress test) joint fixed", stress_joint_fixed3::init_world),
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(
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"(Stress test) joint revolute",
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stress_joint_revolute3::init_world,
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),
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(
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"(Stress test) joint prismatic",
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stress_joint_prismatic3::init_world,
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),
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("(Stress test) keva tower", stress_keva3::init_world),
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];
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// Lexicographic sort, with stress tests moved at the end of the list.
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builders.sort_by(|a, b| match (a.0.starts_with("("), b.0.starts_with("(")) {
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(true, true) | (false, false) => a.0.cmp(b.0),
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(true, false) => Ordering::Greater,
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(false, true) => Ordering::Less,
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});
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let i = builders
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.iter()
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.position(|builder| builder.0.to_camel_case().as_str() == demo.as_str())
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.unwrap_or(0);
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let testbed = Testbed::from_builders(i, builders);
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testbed.run()
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}
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29
examples3d/balls3.rs
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29
examples3d/balls3.rs
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use na::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 rapier_testbed3d::Testbed;
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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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let rb = RigidBodyBuilder::new_dynamic().build();
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let co = ColliderBuilder::cuboid(0.5, 0.5, 0.5).build();
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let h = bodies.insert(rb);
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colliders.insert(co, h, &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(Point3::new(100.0, 100.0, 100.0), Point3::origin());
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Balls", init_world)]);
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testbed.run()
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}
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68
examples3d/boxes3.rs
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68
examples3d/boxes3.rs
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use na::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 rapier_testbed3d::Testbed;
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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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* Ground
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*/
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let ground_size = 200.1;
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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, 0.0)
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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, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 1.0;
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let shift = rad * 2.0 + rad;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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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 - centerx + offset;
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let y = j as f32 * shift + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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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 collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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offset -= 0.05 * rad * (num as f32 - 1.0);
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}
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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(Point3::new(100.0, 100.0, 100.0), Point3::origin());
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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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69
examples3d/capsules3.rs
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69
examples3d/capsules3.rs
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use na::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 rapier_testbed3d::Testbed;
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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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* Ground
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*/
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let ground_size = 200.1;
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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, 0.0)
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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, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 1.0;
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let shift = rad * 2.0 + rad;
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let shifty = rad * 4.0;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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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 - centerx + offset;
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let y = j as f32 * shifty + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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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 collider = ColliderBuilder::capsule_y(rad, rad).density(1.0).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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offset -= 0.05 * rad * (num as f32 - 1.0);
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}
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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(Point3::new(100.0, 100.0, 100.0), Point3::origin());
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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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47
examples3d/debug_boxes3.rs
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47
examples3d/debug_boxes3.rs
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@@ -0,0 +1,47 @@
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use na::{Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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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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* Ground
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*/
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let ground_size = 100.1;
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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, 0.0)
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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, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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// Build the dynamic box rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(1.1, 0.0, 0.0)
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.rotation(Vector3::new(0.8, 0.2, 0.1))
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.can_sleep(false)
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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, 0.1, 1.0).density(1.0).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(Point3::new(10.0, 10.0, 10.0), Point3::origin());
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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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48
examples3d/debug_triangle3.rs
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48
examples3d/debug_triangle3.rs
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@@ -0,0 +1,48 @@
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use na::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 rapier_testbed3d::Testbed;
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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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// Triangle ground.
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let vtx = [
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Point3::new(-10.0, 0.0, -10.0),
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Point3::new(10.0, 0.0, -10.0),
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Point3::new(0.0, 0.0, 10.0),
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];
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, 0.0, 0.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::triangle(vtx[0], vtx[1], vtx[2]).build();
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colliders.insert(collider, handle, &mut bodies);
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// Dynamic box rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(1.1, 0.01, 0.0)
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// .rotation(Vector3::new(0.8, 0.2, 0.1))
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.can_sleep(false)
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.build();
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let handle = bodies.insert(rigid_body);
|
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let collider = ColliderBuilder::cuboid(20.0, 0.1, 1.0).density(1.0).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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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin());
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}
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||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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87
examples3d/domino3.rs
Normal file
87
examples3d/domino3.rs
Normal file
@@ -0,0 +1,87 @@
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use na::{Point3, Translation3, UnitQuaternion, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 200.1;
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||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let num = 4000;
|
||||
let width = 1.0;
|
||||
let thickness = 0.1;
|
||||
|
||||
let colors = [Point3::new(0.7, 0.5, 0.9), Point3::new(0.6, 1.0, 0.6)];
|
||||
|
||||
let mut curr_angle = 0.0;
|
||||
let mut curr_rad = 10.0;
|
||||
let mut prev_angle;
|
||||
let mut skip = 0;
|
||||
for i in 0..num {
|
||||
let perimeter = 2.0 * std::f32::consts::PI * curr_rad;
|
||||
let spacing = thickness * 4.0;
|
||||
prev_angle = curr_angle;
|
||||
curr_angle += 2.0 * std::f32::consts::PI * spacing / perimeter;
|
||||
let (x, z) = curr_angle.sin_cos();
|
||||
|
||||
// Build the rigid body.
|
||||
let two_pi = 2.0 * std::f32::consts::PI;
|
||||
let nudged = curr_angle % two_pi < prev_angle % two_pi;
|
||||
let tilt = if nudged || i == num - 1 { 0.2 } else { 0.0 };
|
||||
|
||||
if skip == 0 {
|
||||
let rot = UnitQuaternion::new(Vector3::y() * curr_angle);
|
||||
let tilt = UnitQuaternion::new(rot * Vector3::z() * tilt);
|
||||
let position =
|
||||
Translation3::new(x * curr_rad, width * 2.0 + ground_height, z * curr_rad)
|
||||
* tilt
|
||||
* rot;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().position(position).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(thickness, width * 2.0, width)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
testbed.set_body_color(handle, colors[i % 2]);
|
||||
} else {
|
||||
skip -= 1;
|
||||
}
|
||||
|
||||
if nudged {
|
||||
skip = 5;
|
||||
}
|
||||
|
||||
curr_rad += 1.5 / perimeter;
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
78
examples3d/heightfield3.rs
Normal file
78
examples3d/heightfield3.rs
Normal file
@@ -0,0 +1,78 @@
|
||||
use na::{DMatrix, Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = Vector3::new(200.0, 1.0, 200.0);
|
||||
let nsubdivs = 20;
|
||||
|
||||
let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
|
||||
if i == 0 || i == nsubdivs || j == 0 || j == nsubdivs {
|
||||
10.0
|
||||
} else {
|
||||
let x = i as f32 * ground_size.x / (nsubdivs as f32);
|
||||
let z = j as f32 * ground_size.z / (nsubdivs as f32);
|
||||
x.sin() + z.cos()
|
||||
}
|
||||
});
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static().build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::heightfield(heights, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let num = 8;
|
||||
let rad = 1.0;
|
||||
|
||||
let shift = rad * 2.0 + rad;
|
||||
let centerx = shift * (num / 2) as f32;
|
||||
let centery = shift / 2.0;
|
||||
let centerz = shift * (num / 2) as f32;
|
||||
|
||||
for j in 0usize..47 {
|
||||
for i in 0..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
let y = j as f32 * shift + centery + 3.0;
|
||||
let z = k as f32 * shift - centerz;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
|
||||
if j % 2 == 0 {
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
} else {
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
272
examples3d/joints3.rs
Normal file
272
examples3d/joints3.rs
Normal file
@@ -0,0 +1,272 @@
|
||||
use na::{Isometry3, Point3, Unit, Vector3};
|
||||
use rapier3d::dynamics::{
|
||||
BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder,
|
||||
RigidBodySet,
|
||||
};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
fn create_prismatic_joints(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
joints: &mut JointSet,
|
||||
origin: Point3<f32>,
|
||||
num: usize,
|
||||
) {
|
||||
let rad = 0.4;
|
||||
let shift = 1.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static()
|
||||
.translation(origin.x, origin.y, origin.z)
|
||||
.build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, bodies);
|
||||
|
||||
for i in 0..num {
|
||||
let z = origin.z + (i + 1) as f32 * shift;
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(origin.x, origin.y, z)
|
||||
.build();
|
||||
let curr_child = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, curr_child, bodies);
|
||||
|
||||
let axis = if i % 2 == 0 {
|
||||
Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
|
||||
} else {
|
||||
Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
|
||||
};
|
||||
|
||||
let z = Vector3::z();
|
||||
let mut prism = PrismaticJoint::new(
|
||||
Point3::origin(),
|
||||
axis,
|
||||
z,
|
||||
Point3::new(0.0, 0.0, -shift),
|
||||
axis,
|
||||
z,
|
||||
);
|
||||
prism.limits_enabled = true;
|
||||
prism.limits[0] = -2.0;
|
||||
prism.limits[1] = 2.0;
|
||||
joints.insert(bodies, curr_parent, curr_child, prism);
|
||||
|
||||
curr_parent = curr_child;
|
||||
}
|
||||
}
|
||||
|
||||
fn create_revolute_joints(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
joints: &mut JointSet,
|
||||
origin: Point3<f32>,
|
||||
num: usize,
|
||||
) {
|
||||
let rad = 0.4;
|
||||
let shift = 2.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static()
|
||||
.translation(origin.x, origin.y, 0.0)
|
||||
.build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, bodies);
|
||||
|
||||
for i in 0..num {
|
||||
// Create four bodies.
|
||||
let z = origin.z + i as f32 * shift * 2.0 + shift;
|
||||
let positions = [
|
||||
Isometry3::translation(origin.x, origin.y, z),
|
||||
Isometry3::translation(origin.x + shift, origin.y, z),
|
||||
Isometry3::translation(origin.x + shift, origin.y, z + shift),
|
||||
Isometry3::translation(origin.x, origin.y, z + shift),
|
||||
];
|
||||
|
||||
let mut handles = [curr_parent; 4];
|
||||
for k in 0..4 {
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.position(positions[k])
|
||||
.build();
|
||||
handles[k] = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, handles[k], bodies);
|
||||
}
|
||||
|
||||
// Setup four joints.
|
||||
let o = Point3::origin();
|
||||
let x = Vector3::x_axis();
|
||||
let z = Vector3::z_axis();
|
||||
|
||||
let revs = [
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x),
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x),
|
||||
];
|
||||
|
||||
joints.insert(bodies, curr_parent, handles[0], revs[0]);
|
||||
joints.insert(bodies, handles[0], handles[1], revs[1]);
|
||||
joints.insert(bodies, handles[1], handles[2], revs[2]);
|
||||
joints.insert(bodies, handles[2], handles[3], revs[3]);
|
||||
|
||||
curr_parent = handles[3];
|
||||
}
|
||||
}
|
||||
|
||||
fn create_fixed_joints(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
joints: &mut JointSet,
|
||||
origin: Point3<f32>,
|
||||
num: usize,
|
||||
) {
|
||||
let rad = 0.4;
|
||||
let shift = 1.0;
|
||||
|
||||
let mut body_handles = Vec::new();
|
||||
|
||||
for k in 0..num {
|
||||
for i in 0..num {
|
||||
let fk = k as f32;
|
||||
let fi = i as f32;
|
||||
|
||||
// NOTE: the num - 2 test is to avoid two consecutive
|
||||
// fixed bodies. Because physx will crash if we add
|
||||
// a joint between these.
|
||||
let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(origin.x + fk * shift, origin.y, origin.z + fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(0.0, 0.0, -shift),
|
||||
);
|
||||
joints.insert(bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(-shift, 0.0, 0.0),
|
||||
);
|
||||
joints.insert(bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_ball_joints(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
joints: &mut JointSet,
|
||||
num: usize,
|
||||
) {
|
||||
let rad = 0.4;
|
||||
let shift = 1.0;
|
||||
|
||||
let mut body_handles = Vec::new();
|
||||
|
||||
for k in 0..num {
|
||||
for i in 0..num {
|
||||
let fk = k as f32;
|
||||
let fi = i as f32;
|
||||
|
||||
let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(fk * shift, 0.0, fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift));
|
||||
joints.insert(bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0));
|
||||
joints.insert(bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
create_prismatic_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
Point3::new(20.0, 10.0, 0.0),
|
||||
5,
|
||||
);
|
||||
create_revolute_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
Point3::new(20.0, 0.0, 0.0),
|
||||
3,
|
||||
);
|
||||
create_fixed_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
Point3::new(0.0, 10.0, 0.0),
|
||||
5,
|
||||
);
|
||||
create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(15.0, 5.0, 42.0), Point3::new(13.0, 1.0, 1.0));
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
97
examples3d/kinematic3.rs
Normal file
97
examples3d/kinematic3.rs
Normal file
@@ -0,0 +1,97 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground.
|
||||
*/
|
||||
let ground_size = 10.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the boxes
|
||||
*/
|
||||
let num = 6;
|
||||
let rad = 0.2;
|
||||
|
||||
let shift = rad * 2.0;
|
||||
let centerx = shift * num as f32 / 2.0;
|
||||
let centery = shift / 2.0 + 3.04;
|
||||
let centerz = shift * num as f32 / 2.0;
|
||||
|
||||
for i in 0usize..num {
|
||||
for j in 0usize..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
let y = j as f32 * shift + centery;
|
||||
let z = k as f32 * shift - centerz;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Setup a kinematic rigid body.
|
||||
*/
|
||||
let platform_body = RigidBodyBuilder::new_kinematic()
|
||||
.translation(0.0, 1.5 + 0.8, -10.0 * rad)
|
||||
.build();
|
||||
let platform_handle = bodies.insert(platform_body);
|
||||
let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, platform_handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Setup a callback to control the platform.
|
||||
*/
|
||||
testbed.add_callback(move |bodies, _, _, _, time| {
|
||||
let mut platform = bodies.get_mut(platform_handle).unwrap();
|
||||
let mut next_pos = platform.position;
|
||||
|
||||
let dt = 0.016;
|
||||
next_pos.translation.vector.y += (time * 5.0).sin() * dt;
|
||||
next_pos.translation.vector.z += time.sin() * 5.0 * dt;
|
||||
|
||||
if next_pos.translation.vector.z >= rad * 10.0 {
|
||||
next_pos.translation.vector.z -= dt;
|
||||
}
|
||||
if next_pos.translation.vector.z <= -rad * 10.0 {
|
||||
next_pos.translation.vector.z += dt;
|
||||
}
|
||||
|
||||
platform.set_next_kinematic_position(next_pos);
|
||||
});
|
||||
|
||||
/*
|
||||
* Run the simulation.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(-10.0, 5.0, -10.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Kinematic body", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
85
examples3d/pyramid3.rs
Normal file
85
examples3d/pyramid3.rs
Normal file
@@ -0,0 +1,85 @@
|
||||
use na::{Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
fn create_pyramid(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
offset: Vector3<f32>,
|
||||
stack_height: usize,
|
||||
half_extents: Vector3<f32>,
|
||||
) {
|
||||
let shift = half_extents * 2.5;
|
||||
for i in 0usize..stack_height {
|
||||
for j in i..stack_height {
|
||||
for k in i..stack_height {
|
||||
let fi = i as f32;
|
||||
let fj = j as f32;
|
||||
let fk = k as f32;
|
||||
let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x
|
||||
- stack_height as f32 * half_extents.x;
|
||||
let y = fi * shift.y + offset.y;
|
||||
let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z
|
||||
- stack_height as f32 * half_extents.z;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let rigid_body_handle = bodies.insert(rigid_body);
|
||||
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, rigid_body_handle, bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 50.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let ground_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, ground_handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let cube_size = 1.0;
|
||||
let hext = Vector3::repeat(cube_size);
|
||||
let bottomy = cube_size;
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(0.0, bottomy, 0.0),
|
||||
24,
|
||||
hext,
|
||||
);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
105
examples3d/sensor3.rs
Normal file
105
examples3d/sensor3.rs
Normal file
@@ -0,0 +1,105 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet, Proximity};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground.
|
||||
*/
|
||||
let ground_size = 200.1;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let ground_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, ground_handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create some boxes.
|
||||
*/
|
||||
let num = 10;
|
||||
let rad = 0.2;
|
||||
|
||||
let shift = rad * 2.0;
|
||||
let centerx = shift * num as f32 / 2.0;
|
||||
let centerz = shift * num as f32 / 2.0;
|
||||
|
||||
for i in 0usize..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
let y = 3.0;
|
||||
let z = k as f32 * shift - centerz;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
testbed.set_body_color(handle, Point3::new(0.5, 0.5, 1.0));
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Create a cube that will have a ball-shaped sensor attached.
|
||||
*/
|
||||
|
||||
// Rigid body so that the sensor can move.
|
||||
let sensor = RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 10.0, 0.0)
|
||||
.build();
|
||||
let sensor_handle = bodies.insert(sensor);
|
||||
|
||||
// Solid cube attached to the sensor which
|
||||
// other colliders can touch.
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
colliders.insert(collider, sensor_handle, &mut bodies);
|
||||
|
||||
// We create a collider desc without density because we don't
|
||||
// want it to contribute to the rigid body mass.
|
||||
let sensor_collider = ColliderBuilder::ball(rad * 5.0).sensor(true).build();
|
||||
colliders.insert(sensor_collider, sensor_handle, &mut bodies);
|
||||
|
||||
testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0));
|
||||
|
||||
// Callback that will be executed on the main loop to handle proximities.
|
||||
testbed.add_callback(move |_, colliders, events, graphics, _| {
|
||||
while let Ok(prox) = events.proximity_events.try_recv() {
|
||||
let color = match prox.new_status {
|
||||
Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
|
||||
Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
|
||||
};
|
||||
|
||||
let parent_handle1 = colliders.get(prox.collider1).unwrap().parent();
|
||||
let parent_handle2 = colliders.get(prox.collider2).unwrap().parent();
|
||||
|
||||
if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
|
||||
graphics.set_body_color(parent_handle1, color);
|
||||
}
|
||||
if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
|
||||
graphics.set_body_color(parent_handle2, color);
|
||||
}
|
||||
}
|
||||
});
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(-6.0, 4.0, -6.0), Point3::new(0.0, 1.0, 0.0));
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Sensor", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
195
examples3d/stacks3.rs
Normal file
195
examples3d/stacks3.rs
Normal file
@@ -0,0 +1,195 @@
|
||||
use na::{Point3, Translation3, UnitQuaternion, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
fn create_tower_circle(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
offset: Vector3<f32>,
|
||||
stack_height: usize,
|
||||
nsubdivs: usize,
|
||||
half_extents: Vector3<f32>,
|
||||
) {
|
||||
let ang_step = std::f32::consts::PI * 2.0 / nsubdivs as f32;
|
||||
let radius = 1.3 * nsubdivs as f32 * half_extents.x / std::f32::consts::PI;
|
||||
|
||||
let shift = half_extents * 2.0;
|
||||
for i in 0usize..stack_height {
|
||||
for j in 0..nsubdivs {
|
||||
let fj = j as f32;
|
||||
let fi = i as f32;
|
||||
let y = fi * shift.y;
|
||||
let pos = Translation3::from(offset)
|
||||
* UnitQuaternion::new(Vector3::y() * (fi / 2.0 + fj) * ang_step)
|
||||
* Translation3::new(0.0, y, radius);
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().position(pos).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_wall(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
offset: Vector3<f32>,
|
||||
stack_height: usize,
|
||||
half_extents: Vector3<f32>,
|
||||
) {
|
||||
let shift = half_extents * 2.0;
|
||||
for i in 0usize..stack_height {
|
||||
for j in i..stack_height {
|
||||
let fj = j as f32;
|
||||
let fi = i as f32;
|
||||
let x = offset.x;
|
||||
let y = fi * shift.y + offset.y;
|
||||
let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z
|
||||
- stack_height as f32 * half_extents.z;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
fn create_pyramid(
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
offset: Vector3<f32>,
|
||||
stack_height: usize,
|
||||
half_extents: Vector3<f32>,
|
||||
) {
|
||||
let shift = half_extents * 2.0;
|
||||
|
||||
for i in 0usize..stack_height {
|
||||
for j in i..stack_height {
|
||||
for k in i..stack_height {
|
||||
let fi = i as f32;
|
||||
let fj = j as f32;
|
||||
let fk = k as f32;
|
||||
let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x
|
||||
- stack_height as f32 * half_extents.x;
|
||||
let y = fi * shift.y + offset.y;
|
||||
let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z
|
||||
- stack_height as f32 * half_extents.z;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 200.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let cube_size = 1.0;
|
||||
let hext = Vector3::repeat(cube_size);
|
||||
let bottomy = cube_size * 50.0;
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-110.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-80.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-50.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-20.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_wall(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-2.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_wall(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(4.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_wall(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(10.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_tower_circle(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(25.0, bottomy, 0.0),
|
||||
8,
|
||||
24,
|
||||
hext,
|
||||
);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
70
examples3d/stress_joint_ball3.rs
Normal file
70
examples3d/stress_joint_ball3.rs
Normal file
@@ -0,0 +1,70 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 100;
|
||||
let shift = 1.0;
|
||||
|
||||
let mut body_handles = Vec::new();
|
||||
|
||||
for k in 0..num {
|
||||
for i in 0..num {
|
||||
let fk = k as f32;
|
||||
let fi = i as f32;
|
||||
|
||||
let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(fk * shift, 0.0, fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, &mut bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift));
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0));
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(-110.0, -46.0, 170.0),
|
||||
Point3::new(54.0, -38.0, 29.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
92
examples3d/stress_joint_fixed3.rs
Normal file
92
examples3d/stress_joint_fixed3.rs
Normal file
@@ -0,0 +1,92 @@
|
||||
use na::{Isometry3, Point3};
|
||||
use rapier3d::dynamics::{BodyStatus, FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 5;
|
||||
let shift = 1.0;
|
||||
|
||||
let mut body_handles = Vec::new();
|
||||
|
||||
for m in 0..10 {
|
||||
let z = m as f32 * shift * (num as f32 + 2.0);
|
||||
|
||||
for l in 0..10 {
|
||||
let y = l as f32 * shift * 3.0;
|
||||
|
||||
for j in 0..5 {
|
||||
let x = j as f32 * shift * (num as f32) * 2.0;
|
||||
|
||||
for k in 0..num {
|
||||
for i in 0..num {
|
||||
let fk = k as f32;
|
||||
let fi = i as f32;
|
||||
|
||||
// NOTE: the num - 2 test is to avoid two consecutive
|
||||
// fixed bodies. Because physx will crash if we add
|
||||
// a joint between these.
|
||||
|
||||
let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(x + fk * shift, y, z + fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, &mut bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(0.0, 0.0, -shift),
|
||||
);
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(-shift, 0.0, 0.0),
|
||||
);
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(-38.0, 14.0, 108.0),
|
||||
Point3::new(46.0, 12.0, 23.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
81
examples3d/stress_joint_prismatic3.rs
Normal file
81
examples3d/stress_joint_prismatic3.rs
Normal file
@@ -0,0 +1,81 @@
|
||||
use na::{Point3, Unit, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, PrismaticJoint, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 5;
|
||||
let shift = 1.0;
|
||||
|
||||
for m in 0..8 {
|
||||
let z = m as f32 * shift * (num as f32 + 2.0);
|
||||
|
||||
for l in 0..8 {
|
||||
let y = l as f32 * shift * (num as f32) * 2.0;
|
||||
|
||||
for j in 0..50 {
|
||||
let x = j as f32 * shift * 4.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static().translation(x, y, z).build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, &mut bodies);
|
||||
|
||||
for i in 0..num {
|
||||
let z = z + (i + 1) as f32 * shift;
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let curr_child = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, curr_child, &mut bodies);
|
||||
|
||||
let axis = if i % 2 == 0 {
|
||||
Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
|
||||
} else {
|
||||
Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
|
||||
};
|
||||
|
||||
let z = Vector3::z();
|
||||
let mut prism = PrismaticJoint::new(
|
||||
Point3::origin(),
|
||||
axis,
|
||||
z,
|
||||
Point3::new(0.0, 0.0, -shift),
|
||||
axis,
|
||||
z,
|
||||
);
|
||||
prism.limits_enabled = true;
|
||||
prism.limits[0] = -2.0;
|
||||
prism.limits[1] = 2.0;
|
||||
joints.insert(&mut bodies, curr_parent, curr_child, prism);
|
||||
|
||||
curr_parent = curr_child;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(262.0, 63.0, 124.0),
|
||||
Point3::new(101.0, 4.0, -3.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
89
examples3d/stress_joint_revolute3.rs
Normal file
89
examples3d/stress_joint_revolute3.rs
Normal file
@@ -0,0 +1,89 @@
|
||||
use na::{Isometry3, Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RevoluteJoint, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 10;
|
||||
let shift = 2.0;
|
||||
|
||||
for l in 0..4 {
|
||||
let y = l as f32 * shift * (num as f32) * 3.0;
|
||||
|
||||
for j in 0..50 {
|
||||
let x = j as f32 * shift * 4.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static()
|
||||
.translation(x, y, 0.0)
|
||||
.build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, &mut bodies);
|
||||
|
||||
for i in 0..num {
|
||||
// Create four bodies.
|
||||
let z = i as f32 * shift * 2.0 + shift;
|
||||
let positions = [
|
||||
Isometry3::translation(x, y, z),
|
||||
Isometry3::translation(x + shift, y, z),
|
||||
Isometry3::translation(x + shift, y, z + shift),
|
||||
Isometry3::translation(x, y, z + shift),
|
||||
];
|
||||
|
||||
let mut handles = [curr_parent; 4];
|
||||
for k in 0..4 {
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.position(positions[k])
|
||||
.build();
|
||||
handles[k] = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, handles[k], &mut bodies);
|
||||
}
|
||||
|
||||
// Setup four joints.
|
||||
let o = Point3::origin();
|
||||
let x = Vector3::x_axis();
|
||||
let z = Vector3::z_axis();
|
||||
|
||||
let revs = [
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x),
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x),
|
||||
];
|
||||
|
||||
joints.insert(&mut bodies, curr_parent, handles[0], revs[0]);
|
||||
joints.insert(&mut bodies, handles[0], handles[1], revs[1]);
|
||||
joints.insert(&mut bodies, handles[1], handles[2], revs[2]);
|
||||
joints.insert(&mut bodies, handles[2], handles[3], revs[3]);
|
||||
|
||||
curr_parent = handles[3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(478.0, 83.0, 228.0),
|
||||
Point3::new(134.0, 83.0, -116.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
148
examples3d/stress_keva3.rs
Normal file
148
examples3d/stress_keva3.rs
Normal file
@@ -0,0 +1,148 @@
|
||||
use na::{Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn build_block(
|
||||
testbed: &mut Testbed,
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &mut ColliderSet,
|
||||
half_extents: Vector3<f32>,
|
||||
shift: Vector3<f32>,
|
||||
mut numx: usize,
|
||||
numy: usize,
|
||||
mut numz: usize,
|
||||
) {
|
||||
let dimensions = [half_extents.xyz(), half_extents.zyx()];
|
||||
let block_width = 2.0 * half_extents.z * numx as f32;
|
||||
let block_height = 2.0 * half_extents.y * numy as f32;
|
||||
let spacing = (half_extents.z * numx as f32 - half_extents.x) / (numz as f32 - 1.0);
|
||||
let mut color0 = Point3::new(0.7, 0.5, 0.9);
|
||||
let mut color1 = Point3::new(0.6, 1.0, 0.6);
|
||||
|
||||
for i in 0..numy {
|
||||
std::mem::swap(&mut numx, &mut numz);
|
||||
let dim = dimensions[i % 2];
|
||||
let y = dim.y * i as f32 * 2.0;
|
||||
|
||||
for j in 0..numx {
|
||||
let x = if i % 2 == 0 {
|
||||
spacing * j as f32 * 2.0
|
||||
} else {
|
||||
dim.x * j as f32 * 2.0
|
||||
};
|
||||
|
||||
for k in 0..numz {
|
||||
let z = if i % 2 == 0 {
|
||||
dim.z * k as f32 * 2.0
|
||||
} else {
|
||||
spacing * k as f32 * 2.0
|
||||
};
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(
|
||||
x + dim.x + shift.x,
|
||||
y + dim.y + shift.y,
|
||||
z + dim.z + shift.z,
|
||||
)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
|
||||
testbed.set_body_color(handle, color0);
|
||||
std::mem::swap(&mut color0, &mut color1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Close the top.
|
||||
let dim = half_extents.zxy();
|
||||
|
||||
for i in 0..(block_width / (dim.x as f32 * 2.0)) as usize {
|
||||
for j in 0..(block_width / (dim.z as f32 * 2.0)) as usize {
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(
|
||||
i as f32 * dim.x * 2.0 + dim.x + shift.x,
|
||||
dim.y + shift.y + block_height,
|
||||
j as f32 * dim.z * 2.0 + dim.z + shift.z,
|
||||
)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
testbed.set_body_color(handle, color0);
|
||||
std::mem::swap(&mut color0, &mut color1);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 50.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let half_extents = Vector3::new(0.02, 0.1, 0.4) / 2.0 * 10.0;
|
||||
let mut block_height = 0.0;
|
||||
// These should only be set to odd values otherwise
|
||||
// the blocks won't align in the nicest way.
|
||||
let numy = [0, 9, 13, 17, 21, 41];
|
||||
let mut num_blocks_built = 0;
|
||||
|
||||
for i in (1..=5).rev() {
|
||||
let numx = i;
|
||||
let numy = numy[i];
|
||||
let numz = numx * 3 + 1;
|
||||
let block_width = numx as f32 * half_extents.z * 2.0;
|
||||
build_block(
|
||||
testbed,
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
half_extents,
|
||||
Vector3::new(-block_width / 2.0, block_height, -block_width / 2.0),
|
||||
numx,
|
||||
numy,
|
||||
numz,
|
||||
);
|
||||
block_height += numy as f32 * half_extents.y * 2.0 + half_extents.x * 2.0;
|
||||
num_blocks_built += numx * numy * numz;
|
||||
}
|
||||
|
||||
println!("Num keva blocks: {}", num_blocks_built);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
88
examples3d/trimesh3.rs
Normal file
88
examples3d/trimesh3.rs
Normal file
@@ -0,0 +1,88 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 200.0f32;
|
||||
let ground_height = 1.0;
|
||||
let nsubdivs = 20;
|
||||
|
||||
let quad = rapier3d::ncollide::procedural::quad(ground_size, ground_size, nsubdivs, nsubdivs);
|
||||
let indices = quad
|
||||
.flat_indices()
|
||||
.chunks(3)
|
||||
.map(|is| Point3::new(is[0], is[2], is[1]))
|
||||
.collect();
|
||||
let mut vertices = quad.coords;
|
||||
|
||||
// ncollide generates a quad with `z` as the normal.
|
||||
// so we switch z and y here and set a random altitude at each point.
|
||||
for p in vertices.iter_mut() {
|
||||
p.z = p.y;
|
||||
p.y = (p.x.sin() + p.z.cos()) * ground_height;
|
||||
|
||||
if p.x.abs() == ground_size / 2.0 || p.z.abs() == ground_size / 2.0 {
|
||||
p.y = 10.0;
|
||||
}
|
||||
}
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static().build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::trimesh(vertices, indices).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
let num = 8;
|
||||
let rad = 1.0;
|
||||
|
||||
let shift = rad * 2.0 + rad;
|
||||
let centerx = shift * (num / 2) as f32;
|
||||
let centery = shift / 2.0;
|
||||
let centerz = shift * (num / 2) as f32;
|
||||
|
||||
for j in 0usize..47 {
|
||||
for i in 0..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
let y = j as f32 * shift + centery + 3.0;
|
||||
let z = k as f32 * shift - centerz;
|
||||
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
|
||||
if j % 2 == 0 {
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
} else {
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
Reference in New Issue
Block a user