Add damping support + demos.

This commit is contained in:
Crozet Sébastien
2020-11-03 15:34:01 +01:00
parent 71611d3e30
commit db337c5df6
7 changed files with 140 additions and 0 deletions

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@@ -12,6 +12,7 @@ use std::cmp::Ordering;
mod add_remove2;
mod collision_groups2;
mod damping2;
mod debug_box_ball2;
mod heightfield2;
mod joints2;
@@ -55,6 +56,7 @@ pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Add remove", add_remove2::init_world),
("Collision groups", collision_groups2::init_world),
("Damping", damping2::init_world),
("Heightfield", heightfield2::init_world),
("Joints", joints2::init_world),
("Platform", platform2::init_world),

45
examples2d/damping2.rs Normal file
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@@ -0,0 +1,45 @@
use na::{Point2, Vector2};
use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
/*
* Create the balls
*/
let num = 10;
let rad = 0.2;
let subdiv = 1.0 / (num as f32);
for i in 0usize..num {
let (x, y) = (i as f32 * subdiv * std::f32::consts::PI * 2.0).sin_cos();
// Build the rigid body.
let rb = RigidBodyBuilder::new_dynamic()
.translation(x, y)
.linvel(x * 10.0, y * 10.0)
.angvel(100.0)
.linear_damping((i + 1) as f32 * subdiv * 10.0)
.angular_damping((num - i) as f32 * subdiv * 10.0)
.build();
let rb_handle = bodies.insert(rb);
// Build the collider.
let co = ColliderBuilder::cuboid(rad, rad).build();
colliders.insert(co, rb_handle, &mut bodies);
}
/*
* Set up the testbed.
*/
testbed.set_world_with_gravity(bodies, colliders, joints, Vector2::zeros());
testbed.look_at(Point2::new(3.0, 2.0), 50.0);
}

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@@ -13,6 +13,7 @@ use std::cmp::Ordering;
mod add_remove3;
mod collision_groups3;
mod compound3;
mod damping3;
mod debug_boxes3;
mod debug_cylinder3;
mod debug_triangle3;
@@ -69,6 +70,7 @@ pub fn main() {
("Primitives", primitives3::init_world),
("Collision groups", collision_groups3::init_world),
("Compound", compound3::init_world),
("Damping", damping3::init_world),
("Domino", domino3::init_world),
("Heightfield", heightfield3::init_world),
("Joints", joints3::init_world),

45
examples3d/damping3.rs Normal file
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@@ -0,0 +1,45 @@
use na::{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();
/*
* Create the balls
*/
let num = 10;
let rad = 0.2;
let subdiv = 1.0 / (num as f32);
for i in 0usize..num {
let (x, y) = (i as f32 * subdiv * std::f32::consts::PI * 2.0).sin_cos();
// Build the rigid body.
let rb = RigidBodyBuilder::new_dynamic()
.translation(x, y, 0.0)
.linvel(x * 10.0, y * 10.0, 0.0)
.angvel(Vector3::z() * 100.0)
.linear_damping((i + 1) as f32 * subdiv * 10.0)
.angular_damping((num - i) as f32 * subdiv * 10.0)
.build();
let rb_handle = bodies.insert(rb);
// Build the collider.
let co = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(co, rb_handle, &mut bodies);
}
/*
* Set up the testbed.
*/
testbed.set_world_with_gravity(bodies, colliders, joints, Vector3::zeros());
testbed.look_at(Point3::new(2.0, 2.5, 20.0), Point3::new(2.0, 2.5, 0.0));
}

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@@ -42,6 +42,10 @@ pub struct RigidBody {
pub linvel: Vector<f32>,
/// The angular velocity of the rigid-body.
pub angvel: AngVector<f32>,
/// Damping factor for gradually slowing down the translational motion of the rigid-body.
pub linear_damping: f32,
/// Damping factor for gradually slowing down the angular motion of the rigid-body.
pub angular_damping: f32,
pub(crate) linacc: Vector<f32>,
pub(crate) angacc: AngVector<f32>,
pub(crate) colliders: Vec<ColliderHandle>,
@@ -70,6 +74,8 @@ impl RigidBody {
angvel: na::zero(),
linacc: Vector::zeros(),
angacc: na::zero(),
linear_damping: 0.0,
angular_damping: 0.0,
colliders: Vec::new(),
activation: ActivationStatus::new_active(),
joint_graph_index: InteractionGraph::<()>::invalid_graph_index(),
@@ -218,6 +224,10 @@ impl RigidBody {
}
pub(crate) fn integrate(&mut self, dt: f32) {
// TODO: do we want to apply damping before or after the velocity integration?
self.linvel *= 1.0 / (1.0 + dt * self.linear_damping);
self.angvel *= 1.0 / (1.0 + dt * self.angular_damping);
self.position = self.integrate_velocity(dt) * self.position;
}
@@ -338,6 +348,8 @@ pub struct RigidBodyBuilder {
position: Isometry<f32>,
linvel: Vector<f32>,
angvel: AngVector<f32>,
linear_damping: f32,
angular_damping: f32,
body_status: BodyStatus,
mass_properties: MassProperties,
can_sleep: bool,
@@ -351,6 +363,8 @@ impl RigidBodyBuilder {
position: Isometry::identity(),
linvel: Vector::zeros(),
angvel: na::zero(),
linear_damping: 0.0,
angular_damping: 0.0,
body_status,
mass_properties: MassProperties::zero(),
can_sleep: true,
@@ -438,6 +452,24 @@ impl RigidBodyBuilder {
self
}
/// Sets the damping factor for the linear part of the rigid-body motion.
///
/// The higher the linear damping factor is, the more quickly the rigid-body
/// will slow-down its translational movement.
pub fn linear_damping(mut self, factor: f32) -> Self {
self.linear_damping = factor;
self
}
/// Sets the damping factor for the angular part of the rigid-body motion.
///
/// The higher the angular damping factor is, the more quickly the rigid-body
/// will slow-down its rotational movement.
pub fn angular_damping(mut self, factor: f32) -> Self {
self.angular_damping = factor;
self
}
/// Sets the initial linear velocity of the rigid-body to be created.
#[cfg(feature = "dim2")]
pub fn linvel(mut self, x: f32, y: f32) -> Self {
@@ -474,6 +506,8 @@ impl RigidBodyBuilder {
rb.body_status = self.body_status;
rb.user_data = self.user_data;
rb.mass_properties = self.mass_properties;
rb.linear_damping = self.linear_damping;
rb.angular_damping = self.angular_damping;
if !self.can_sleep {
rb.activation.threshold = -1.0;

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@@ -152,6 +152,7 @@ impl GraphicsManager {
self.f2sn.clear();
#[cfg(feature = "fluids")]
self.boundary2sn.clear();
self.c2color.clear();
self.b2color.clear();
self.b2wireframe.clear();
self.rand = Pcg32::seed_from_u64(0);

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@@ -405,8 +405,19 @@ impl Testbed {
}
pub fn set_world(&mut self, bodies: RigidBodySet, colliders: ColliderSet, joints: JointSet) {
self.set_world_with_gravity(bodies, colliders, joints, Vector::y() * -9.81)
}
pub fn set_world_with_gravity(
&mut self,
bodies: RigidBodySet,
colliders: ColliderSet,
joints: JointSet,
gravity: Vector<f32>,
) {
println!("Num bodies: {}", bodies.len());
println!("Num joints: {}", joints.len());
self.gravity = gravity;
self.physics.bodies = bodies;
self.physics.colliders = colliders;
self.physics.joints = joints;