feat: add support for Voxels collider (#823)

* feat: start adding voxels support and some additional testbed demo settings

* feat: add support for parry’s new Voxels collider shape

* fix voxels demos

* feat: support rectangular voxels and additional voxels initialization

* chore: switch to parry 0.20

* chore: fix cargo doc

* Fix testbed build
This commit is contained in:
Sébastien Crozet
2025-04-24 12:11:53 +02:00
committed by GitHub
parent 1c67c5e7f2
commit e44f636249
27 changed files with 891 additions and 223 deletions

122
examples2d/voxels2.rs Normal file
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use rapier2d::parry::transformation::voxelization::FillMode;
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
const VOXEL_SIZE: Real = 0.1; // 0.25;
pub fn init_world(testbed: &mut Testbed) {
/*
* Voxel geometry type selection.
*/
// TODO: make the testbed support custom enums (or at least a list of option from strings and
// associated constants).
let settings = testbed.example_settings_mut();
let geometry_mode = settings.get_or_set_string(
"Voxels mode",
0,
vec!["PseudoCube".to_string(), "PseudoBall".to_string()],
);
let falling_objects = settings.get_or_set_string(
"Falling objects",
3, // Defaults to Mixed.
vec![
"Ball".to_string(),
"Cuboid".to_string(),
"Capsule".to_string(),
"Mixed".to_string(),
],
);
let voxel_size_y = settings.get_or_set_f32("Voxel size y", 1.0, 0.5..=2.0);
let voxel_size = Vector::new(1.0, voxel_size_y);
let primitive_geometry = if geometry_mode == 0 {
VoxelPrimitiveGeometry::PseudoCube
} else {
VoxelPrimitiveGeometry::PseudoBall
};
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Create dynamic objects to fall on voxels.
*/
let nx = 50;
for i in 0..nx {
for j in 0..10 {
let rb = RigidBodyBuilder::dynamic().translation(vector![
i as f32 * 2.0 - nx as f32 / 2.0,
20.0 + j as f32 * 2.0
]);
let rb_handle = bodies.insert(rb);
let falling_objects = if falling_objects == 3 {
j % 3
} else {
falling_objects
};
let ball_radius = 0.5;
let co = match falling_objects {
0 => ColliderBuilder::ball(ball_radius),
1 => ColliderBuilder::cuboid(ball_radius, ball_radius),
2 => ColliderBuilder::capsule_y(ball_radius, ball_radius),
_ => unreachable!(),
};
colliders.insert_with_parent(co, rb_handle, &mut bodies);
}
}
/*
* Voxelization.
*/
let polyline = vec![
point![0.0, 0.0],
point![0.0, 10.0],
point![7.0, 4.0],
point![14.0, 10.0],
point![14.0, 0.0],
point![13.0, 7.0],
point![7.0, 2.0],
point![1.0, 7.0],
];
let indices: Vec<_> = (0..polyline.len() as u32)
.map(|i| [i, (i + 1) % polyline.len() as u32])
.collect();
let rb = bodies.insert(RigidBodyBuilder::fixed().translation(vector![-20.0, -10.0]));
let shape = SharedShape::voxelized_mesh(
primitive_geometry,
&polyline,
&indices,
0.2,
FillMode::default(),
);
colliders.insert_with_parent(ColliderBuilder::new(shape), rb, &mut bodies);
/*
* A voxel wavy floor.
*/
let voxels: Vec<_> = (0..300)
.map(|i| {
let y = (i as f32 / 20.0).sin().clamp(-0.5, 0.5) * 20.0;
point![(i as f32 - 125.0) * voxel_size.x / 2.0, y * voxel_size.y]
})
.collect();
colliders.insert(ColliderBuilder::voxels_from_points(
primitive_geometry,
voxel_size,
&voxels,
));
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 20.0], 17.0);
}