Files
rapier/examples3d/debug_sleeping_kinematic3.rs
Sébastien Crozet 0b7c3b34ec feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
2026-01-09 17:26:36 +01:00

89 lines
3.5 KiB
Rust

use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
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();
/*
* Setup a velocity-based kinematic rigid body.
*/
let platform_body =
RigidBodyBuilder::kinematic_velocity_based().translation(Vector::new(0.0, 1.5 + 0.8, 0.0));
let platform_handle = bodies.insert(platform_body);
let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
colliders.insert_with_parent(collider, platform_handle, &mut bodies);
// A second velocity-based platform but this one will move super slow.
let slow_platform_body =
RigidBodyBuilder::kinematic_velocity_based().translation(Vector::new(0.0, 0.0, 0.0));
let slow_platform_handle = bodies.insert(slow_platform_body);
let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
colliders.insert_with_parent(collider, slow_platform_handle, &mut bodies);
/*
* Setup a callback to control the platform.
*/
let start_tick = 500;
let stop_tick = 1000;
testbed.add_callback(move |_, physics, _, run_state| {
if run_state.timestep_id == stop_tick {
println!("Both platforms should stop moving now and eventually fall asleep.");
// The platforms moved until this time. They must not be sleeping.
assert!(!physics.bodies[platform_handle].is_sleeping());
assert!(!physics.bodies[slow_platform_handle].is_sleeping());
if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
slow_platform.set_linvel(Vector::ZERO, true);
}
if let Some(platform) = physics.bodies.get_mut(platform_handle) {
platform.set_linvel(Vector::ZERO, true);
}
}
if run_state.timestep_id > stop_tick + 500 {
// Platforms should fall asleep shortly after we stopped moving them.
assert!(physics.bodies[platform_handle].is_sleeping());
assert!(physics.bodies[slow_platform_handle].is_sleeping());
}
if run_state.timestep_id < start_tick || run_state.timestep_id >= stop_tick {
return;
} else if run_state.timestep_id == start_tick {
println!("Platforms should start moving now and never stop.");
println!("The slow platform should move up and not sleep.");
// Platforms should have had plenty of time to fall asleep before we start moving them.
assert!(physics.bodies[platform_handle].is_sleeping());
assert!(physics.bodies[slow_platform_handle].is_sleeping());
let slow_velocity = Vector::new(0.0, 0.01, 0.0);
if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
slow_platform.set_linvel(slow_velocity, true);
}
}
let velocity = Vector::new(
0.0,
(run_state.time * 2.0).cos(),
run_state.time.sin() * 2.0,
);
// Update the velocity-based kinematic body by setting its velocity.
if let Some(platform) = physics.bodies.get_mut(platform_handle) {
platform.set_linvel(velocity, true);
}
});
/*
* Run the simulation.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec3::new(10.0, 5.0, 10.0), Vec3::ZERO);
}