Update parry and changelog
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@@ -29,7 +29,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let hh = 0.15;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 1.0, 0.0]);
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let vehicle_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(hw, hh, hw);
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let collider = ColliderBuilder::cuboid(hw * 2.0, hh, hw).density(100.0);
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colliders.insert_with_parent(collider, vehicle_handle, &mut bodies);
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let mut tuning = WheelTuning::default();
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@@ -37,10 +37,10 @@ pub fn init_world(testbed: &mut Testbed) {
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tuning.suspension_damping = 10.0;
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let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle);
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let wheel_positions = [
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point![hw, -hh, hw],
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point![hw, -hh, -hw],
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point![-hw, -hh, hw],
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point![-hw, -hh, -hw],
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point![hw * 1.5, -hh, hw],
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point![hw * 1.5, -hh, -hw],
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point![-hw * 1.5, -hh, hw],
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point![-hw * 1.5, -hh, -hw],
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];
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for pos in wheel_positions {
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@@ -57,7 +57,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let centerx = shift * (num / 2) as f32;
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let centery = rad;
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for j in 0usize..4 {
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for j in 0usize..1 {
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for k in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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@@ -72,26 +72,12 @@ pub fn init_world(testbed: &mut Testbed) {
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}
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}
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/*
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* Create some stairs.
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*/
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let stair_width = 1.0;
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let stair_height = 0.1;
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for i in 0..10 {
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let x = i as f32 * stair_width / 2.0;
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let y = i as f32 * stair_height * 1.5 + 3.0;
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let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
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.translation(vector![x, y, 0.0]);
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colliders.insert(collider);
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
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.rotation(Vector::z() * slope_angle);
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colliders.insert(collider);
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@@ -110,60 +96,60 @@ pub fn init_world(testbed: &mut Testbed) {
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.rotation(Vector::z() * impossible_slope_angle);
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colliders.insert(collider);
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/*
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* Create a moving platform.
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*/
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
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// .rotation(-0.3);
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let platform_handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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// /*
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// * Create a moving platform.
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// */
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// let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
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// // .rotation(-0.3);
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// let platform_handle = bodies.insert(body);
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// let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
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// colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 1.0, 10.0);
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let ground_size = Vector::new(10.0, 0.4, 10.0);
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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-(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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- (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-7.0, 0.0, 0.0]);
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colliders.insert(collider);
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/*
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* A tilting dynamic body with a limited joint.
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*/
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let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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// /*
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// * A tilting dynamic body with a limited joint.
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// */
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// let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
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// let ground_handle = bodies.insert(ground);
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// let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
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// let handle = bodies.insert(body);
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// let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
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// colliders.insert_with_parent(collider, handle, &mut bodies);
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// let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
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// impulse_joints.insert(ground_handle, handle, joint, true);
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/*
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* Setup a callback to move the platform.
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*/
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testbed.add_callback(move |_, physics, _, run_state| {
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let linvel = vector![
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(run_state.time * 2.0).sin() * 2.0,
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(run_state.time * 5.0).sin() * 1.5,
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0.0
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];
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// let angvel = run_state.time.sin() * 0.5;
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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(platform_handle) {
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platform.set_linvel(linvel, true);
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// NOTE: interaction with rotating platforms isn’t handled very well yet.
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// platform.set_angvel(angvel, true);
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}
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});
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// /*
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// * Setup a callback to move the platform.
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// */
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// testbed.add_callback(move |_, physics, _, run_state| {
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// let linvel = vector![
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// (run_state.time * 2.0).sin() * 2.0,
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// (run_state.time * 5.0).sin() * 1.5,
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// 0.0
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// ];
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// // let angvel = run_state.time.sin() * 0.5;
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//
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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(platform_handle) {
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// platform.set_linvel(linvel, true);
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// // NOTE: interaction with rotating platforms isn’t handled very well yet.
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// // platform.set_angvel(angvel, true);
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// }
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// });
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/*
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* Set up the testbed.
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