use na::{Isometry3, Point3, UnitQuaternion, 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 = 20.0; 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 = 1; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; let centery = shift / 2.0; let centerz = shift * num as f32 / 2.0; for i in 0usize..20 { for j in 0usize..num { for k in 0usize..num { let x = i as f32 * (shift + rad / 4.0) - 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 + rad, z) .ccd_enabled(true) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad * 2.0, rad).build(); colliders.insert(collider, handle, &mut bodies); } } } /* * Setup a kinematic rigid body. */ let platform_body = RigidBodyBuilder::new_kinematic() .translation(0.2, 0.4, -40.0 * rad) .build(); let platform_handle = bodies.insert(platform_body); let collider1 = ColliderBuilder::cuboid(rad * 5.0, rad * 2.0, rad * 10.0).build(); let collider2 = ColliderBuilder::cuboid(rad * 5.0, rad * 2.0, rad * 10.0) .position_wrt_parent(Isometry3::translation(0.0, rad * 2.1, 0.0)) .build(); colliders.insert(collider1, platform_handle, &mut bodies); colliders.insert(collider2, platform_handle, &mut bodies); testbed.set_body_color(platform_handle, Point3::new(1.0, 1.0, 0.0)); /* * Setup a callback to control the platform. */ let mut count = 0; testbed.add_callback(move |_, _, physics, _, run_state| { count += 1; // if count % 100 > 50 { // return; // } if let Some(platform) = physics.bodies.get_mut(platform_handle) { let mut next_pos = *platform.position(); let dt = 0.016; // next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt; // next_pos.translation.vector.z += run_state.time.sin() * 5.0 * dt; let drot = UnitQuaternion::new(Vector3::y() * 0.01); next_pos.rotation = drot * next_pos.rotation; next_pos.translation.vector += next_pos.rotation * Vector3::z() * 0.1; // 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() }