feat: add warmstarting to contact constraints resolution

This commit is contained in:
Sébastien Crozet
2024-04-21 18:55:11 +02:00
committed by Sébastien Crozet
parent da79d6fb5b
commit f58b4f7c19
32 changed files with 1540 additions and 342 deletions

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@@ -17,6 +17,7 @@ mod damping2;
mod debug_box_ball2;
mod debug_compression2;
mod debug_total_overlap2;
mod debug_vertical_column2;
mod drum2;
mod heightfield2;
mod joint_motor_position2;
@@ -28,6 +29,17 @@ mod polyline2;
mod pyramid2;
mod restitution2;
mod rope_joints2;
mod s2d_arch;
mod s2d_ball_and_chain;
mod s2d_bridge;
mod s2d_card_house;
mod s2d_confined;
mod s2d_far_pyramid;
mod s2d_high_mass_ratio_1;
mod s2d_high_mass_ratio_2;
mod s2d_high_mass_ratio_3;
mod s2d_joint_grid;
mod s2d_pyramid;
mod sensor2;
mod trimesh2;
@@ -86,6 +98,21 @@ pub fn main() {
("(Debug) box ball", debug_box_ball2::init_world),
("(Debug) compression", debug_compression2::init_world),
("(Debug) total overlap", debug_total_overlap2::init_world),
(
"(Debug) vertical column",
debug_vertical_column2::init_world,
),
("(s2d) high mass ratio 1", s2d_high_mass_ratio_1::init_world),
("(s2d) high mass ratio 2", s2d_high_mass_ratio_2::init_world),
("(s2d) high mass ratio 3", s2d_high_mass_ratio_3::init_world),
("(s2d) confined", s2d_confined::init_world),
("(s2d) pyramid", s2d_pyramid::init_world),
("(s2d) card house", s2d_card_house::init_world),
("(s2d) arch", s2d_arch::init_world),
("(s2d) bridge", s2d_bridge::init_world),
("(s2d) ball and chain", s2d_ball_and_chain::init_world),
("(s2d) joint grid", s2d_joint_grid::init_world),
("(s2d) far pyramid", s2d_far_pyramid::init_world),
];
// Lexicographic sort, with stress tests moved at the end of the list.

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@@ -0,0 +1,47 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let num = 80;
let rad = 0.5;
/*
* Ground
*/
let ground_size = 1.0;
let ground_thickness = 1.0;
let rigid_body = RigidBodyBuilder::fixed();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_thickness).friction(0.3);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
for i in 0..num {
let y = i as f32 * rad * 2.0 + ground_thickness + rad;
// Build the rigid body.
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, y]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad).friction(0.3);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
// testbed.harness_mut().physics.gravity.y = -981.0;
testbed.look_at(point![0.0, 2.5], 5.0);
}

107
examples2d/s2d_arch.rs Normal file
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@@ -0,0 +1,107 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let mut ps1 = [
Point::new(16.0, 0.0),
Point::new(14.93803712795643, 5.133601056842984),
Point::new(13.79871746027416, 10.24928069555078),
Point::new(12.56252963284711, 15.34107019122473),
Point::new(11.20040987372525, 20.39856541571217),
Point::new(9.66521217819836, 25.40369899225096),
Point::new(7.87179930638133, 30.3179337000085),
Point::new(5.635199558196225, 35.03820717801641),
Point::new(2.405937953536585, 39.09554102558315),
];
let mut ps2 = [
Point::new(24.0, 0.0),
Point::new(22.33619528222415, 6.02299846205841),
Point::new(20.54936888969905, 12.00964361211476),
Point::new(18.60854610798073, 17.9470321677465),
Point::new(16.46769273811807, 23.81367936585418),
Point::new(14.05325025774858, 29.57079353071012),
Point::new(11.23551045834022, 35.13775818285372),
Point::new(7.752568160730571, 40.30450679009583),
Point::new(3.016931552701656, 44.28891593799322),
];
let scale = 0.25;
let friction = 0.6;
for i in 0..9 {
ps1[i] *= scale;
ps2[i] *= scale;
}
/*
* Ground
*/
let collider = ColliderBuilder::segment(point![-100.0, 0.0], point![100.0, 0.0]).friction(0.6);
colliders.insert(collider);
/*
* Create the arch
*/
for i in 0..8 {
let ps = [ps1[i], ps2[i], ps2[i + 1], ps1[i + 1]];
let rigid_body = RigidBodyBuilder::dynamic();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::convex_hull(&ps)
.unwrap()
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
for i in 0..8 {
let ps = [
point![-ps2[i].x, ps2[i].y],
point![-ps1[i].x, ps1[i].y],
point![-ps1[i + 1].x, ps1[i + 1].y],
point![-ps2[i + 1].x, ps2[i + 1].y],
];
let rigid_body = RigidBodyBuilder::dynamic();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::convex_hull(&ps)
.unwrap()
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
{
let ps = [
ps1[8],
ps2[8],
point![-ps1[8].x, ps1[8].y],
point![-ps2[8].x, ps2[8].y],
];
let rigid_body = RigidBodyBuilder::dynamic();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::convex_hull(&ps)
.unwrap()
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
for i in 0..4 {
let rigid_body =
RigidBodyBuilder::dynamic().translation(vector![0.0, 0.5 + ps2[8].y + 1.0 * i as f32]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(2.0, 0.5).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,74 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground = bodies.insert(RigidBodyBuilder::fixed());
/*
* Create the bridge.
*/
let count = 40;
let hx = 0.5;
let density = 20.0;
let friction = 0.6;
let capsule = ColliderBuilder::capsule_x(hx, 0.125)
.friction(friction)
.density(20.0);
let mut prev = ground;
for i in 0..count {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![(1.0 + 2.0 * i as f32) * hx, count as f32 * hx]);
let handle = bodies.insert(rigid_body);
colliders.insert_with_parent(capsule.clone(), handle, &mut bodies);
let pivot = point![(2.0 * i as f32) * hx, count as f32 * hx];
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(&pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
prev = handle;
}
let radius = 8.0;
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![
(1.0 + 2.0 * count as f32) * hx + radius - hx,
count as f32 * hx
]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(radius)
.friction(friction)
.density(20.0);
colliders.insert_with_parent(collider, handle, &mut bodies);
let pivot = point![(2.0 * count as f32) * hx, count as f32 * hx];
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(&pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
prev = handle;
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

56
examples2d/s2d_bridge.rs Normal file
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@@ -0,0 +1,56 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground = bodies.insert(RigidBodyBuilder::fixed());
/*
* Create the bridge.
*/
let density = 20.0;
let x_base = -80.0;
let count = 160;
let mut prev = ground;
for i in 0..count {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![x_base + 0.5 + 1.0 * i as f32, 20.0]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5, 0.125).density(20.0);
colliders.insert_with_parent(collider, handle, &mut bodies);
let pivot = point![x_base + 1.0 * i as f32, 20.0];
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(&pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
prev = handle;
}
let pivot = point![x_base + 1.0 * count as f32, 20.0];
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[ground].position().inverse_transform_point(&pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, ground, joint, true);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,79 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
let friction = 0.7;
/*
* Ground
*/
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -2.0]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(40.0, 2.0).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let scale = 10.0;
let card_height = 0.2 * scale;
let card_thickness = 0.001 * scale;
let angle0 = 25.0 * std::f32::consts::PI / 180.0;
let angle1 = -25.0 * std::f32::consts::PI / 180.0;
let angle2 = 0.5 * std::f32::consts::PI;
let card_box = ColliderBuilder::cuboid(card_thickness, card_height).friction(friction);
let mut nb = 5;
let mut z0 = 0.0;
let mut y = card_height - 0.02 * scale;
while nb != 0 {
let mut z = z0;
for i in 0..nb {
if i != nb - 1 {
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![z + 0.25 * scale, y + card_height - 0.015 * scale])
.rotation(angle2);
let ground_handle = bodies.insert(rigid_body);
colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies);
}
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![z, y])
.rotation(angle1);
let ground_handle = bodies.insert(rigid_body);
colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies);
z += 0.175 * scale;
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![z, y])
.rotation(angle0);
let ground_handle = bodies.insert(rigid_body);
colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies);
z += 0.175 * scale;
}
y += card_height * 2.0 - 0.03 * scale;
z0 += 0.175 * scale;
nb -= 1;
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,65 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let radius = 0.5;
let grid_count = 25;
let friction = 0.6;
let max_count = grid_count * grid_count;
/*
* Ground
*/
let collider =
ColliderBuilder::capsule(point![-10.5, 0.0], point![10.5, 0.0], radius).friction(friction);
colliders.insert(collider);
let collider = ColliderBuilder::capsule(point![-10.5, 0.0], point![-10.5, 20.5], radius)
.friction(friction);
colliders.insert(collider);
let collider =
ColliderBuilder::capsule(point![10.5, 0.0], point![10.5, 20.5], radius).friction(friction);
colliders.insert(collider);
let collider = ColliderBuilder::capsule(point![-10.5, 20.5], point![10.5, 20.5], radius)
.friction(friction);
colliders.insert(collider);
/*
* Create the spheres
*/
let mut row = 0;
let mut count = 0;
let mut column = 0;
while count < max_count {
row = 0;
for i in 0..grid_count {
let x = -8.75 + column as f32 * 18.0 / (grid_count as f32);
let y = 1.5 + row as f32 * 18.0 / (grid_count as f32);
let body = RigidBodyBuilder::dynamic()
.translation(vector![x, y])
.gravity_scale(0.0);
let body_handle = bodies.insert(body);
let ball = ColliderBuilder::ball(radius).friction(friction);
colliders.insert_with_parent(ball, body_handle, &mut bodies);
count += 1;
row += 1;
}
column += 1;
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,51 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let origin = vector![100_000.0, -80_000.0];
let extent = 1.0;
let friction = 0.6;
/*
* Ground
*/
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -1.0] + origin);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(100.0, 1.0).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let base_count = 10;
let h = 0.5;
let shift = 1.25 * h;
for i in 0..base_count {
let y = (2.0 * i as f32 + 1.0) * shift + 0.5;
for j in i..base_count {
let x = (i as f32 + 1.0) * shift + 2.0 * (j as f32 - i as f32) * shift
- h * base_count as f32;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y] + origin);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(h, h).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5] + origin, 20.0);
}

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@@ -0,0 +1,66 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
let friction = 0.5;
/*
* Ground
*/
let ground_width = 66.0 * extent;
let rigid_body = RigidBodyBuilder::fixed();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::segment(
point![-0.5 * 2.0 * ground_width, 0.0],
point![0.5 * 2.0 * ground_width, 0.0],
)
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
for j in 0..3 {
let mut count = 10;
let offset = -20.0 * extent + 2.0 * (count as f32 + 1.0) * extent * j as f32;
let mut y = extent;
while count > 0 {
for i in 0..count {
let coeff = i as f32 - 0.5 * count as f32;
let yy = if count == 1 { y + 2.0 } else { y };
let position = vector![2.0 * coeff * extent + offset, yy];
let rigid_body = RigidBodyBuilder::dynamic().translation(position);
let parent = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(extent, extent)
.density(if count == 1 {
(j as f32 + 1.0) * 100.0
} else {
1.0
})
.friction(friction);
colliders.insert_with_parent(collider, parent, &mut bodies);
}
count -= 1;
y += 2.0 * extent;
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,53 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
let friction = 0.6;
/*
* Ground
*/
let ground_width = 66.0 * extent;
let rigid_body = RigidBodyBuilder::fixed();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::segment(
point![-0.5 * 2.0 * ground_width, 0.0],
point![0.5 * 2.0 * ground_width, 0.0],
)
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![-9.0 * extent, 0.5 * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![9.0 * extent, 0.5 * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, (10.0 + 16.0) * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(10.0 * extent, 10.0 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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@@ -0,0 +1,49 @@
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
let friction = 0.6;
/*
* Ground
*/
let ground_width = 66.0 * extent;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -2.0]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(40.0, 2.0).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![-9.0 * extent, 0.5 * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![9.0 * extent, 0.5 * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, (10.0 + 16.0) * extent]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(10.0 * extent, 10.0 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground = bodies.insert(RigidBodyBuilder::fixed());
/*
* Create the bridge.
*/
let rad = 0.4;
let numi = 100;
let numk = 100;
let shift = 1.0;
let mut index = 0;
let mut handles = vec![RigidBodyHandle::invalid(); numi * numk];
for k in 0..numk {
for i in 0..numi {
let body_type = if k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0 {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(body_type)
.translation(vector![k as f32 * shift, -(i as f32) * shift]);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
if i > 0 {
let joint = RevoluteJointBuilder::new()
.local_anchor1(point![0.0, -0.5 * shift])
.local_anchor2(point![0.0, 0.5 * shift])
.contacts_enabled(false);
impulse_joints.insert(handles[index - 1], handle, joint, true);
}
if k > 0 {
let joint = RevoluteJointBuilder::new()
.local_anchor1(point![0.5 * shift, 0.0])
.local_anchor2(point![-0.5 * shift, 0.0])
.contacts_enabled(false);
impulse_joints.insert(handles[index - numi], handle, joint, true);
}
handles[index] = handle;
index += 1;
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}

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use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
/*
* Ground
*/
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -1.0]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(100.0, 1.0).friction(0.6);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let base_count = 100;
let h = 0.5;
let shift = 1.0 * h;
for i in 0..base_count {
let y = (2.0 * i as f32 + 1.0) * shift;
for j in i..base_count {
let x = (i as f32 + 1.0) * shift + 2.0 * (j as f32 - i as f32) * shift
- h * base_count as f32;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(h, h).friction(0.6);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
}