Files
rapier/examples2d/pin_slot_joint2.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

102 lines
3.4 KiB
Rust

use crate::utils::character;
use crate::utils::character::CharacterControlMode;
use rapier_testbed2d::Testbed;
use rapier2d::control::{KinematicCharacterController, PidController};
use rapier2d::prelude::*;
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_size = 3.0;
let ground_height = 0.1;
let rigid_body_floor = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height));
let floor_handle = bodies.insert(rigid_body_floor);
let floor_collider = ColliderBuilder::cuboid(ground_size, ground_height);
colliders.insert_with_parent(floor_collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body_character =
RigidBodyBuilder::kinematic_position_based().translation(Vector::new(0.0, 0.3));
let character_handle = bodies.insert(rigid_body_character);
let character_collider = ColliderBuilder::cuboid(0.15, 0.3);
colliders.insert_with_parent(character_collider, character_handle, &mut bodies);
/*
* Tethered cube.
*/
let rad = 0.4;
let rigid_body_cube =
RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(Vector::new(1.0, 1.0));
let cube_handle = bodies.insert(rigid_body_cube);
let cube_collider = ColliderBuilder::cuboid(rad, rad);
colliders.insert_with_parent(cube_collider, cube_handle, &mut bodies);
/*
* SimdRotation axis indicator ball.
*/
let rigid_body_ball =
RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(Vector::new(1.0, 1.0));
let ball_handle = bodies.insert(rigid_body_ball);
let ball_collider = ColliderBuilder::ball(0.1);
colliders.insert_with_parent(ball_collider, ball_handle, &mut bodies);
/*
* Fixed joint between rotation axis indicator and cube.
*/
let fixed_joint = FixedJointBuilder::new()
.local_anchor1(Vector::new(0.0, 0.0))
.local_anchor2(Vector::new(0.0, -0.4))
.build();
impulse_joints.insert(cube_handle, ball_handle, fixed_joint, true);
/*
* Pin slot joint between cube and ground.
*/
let axis = Vector::new(1.0, 1.0).normalize();
let pin_slot_joint = PinSlotJointBuilder::new(axis)
.local_anchor1(Vector::new(2.0, 2.0))
.local_anchor2(Vector::new(0.0, 0.4))
.limits([-1.0, f32::INFINITY]) // Set the limits for the pin slot joint
.build();
impulse_joints.insert(character_handle, cube_handle, pin_slot_joint, true);
/*
* Callback to update the character based on user inputs.
*/
let mut control_mode = CharacterControlMode::Kinematic(0.1);
let mut controller = KinematicCharacterController::default();
let mut pid = PidController::default();
testbed.add_callback(move |graphics, physics, _, _| {
if let Some(graphics) = graphics {
character::update_character(
graphics,
physics,
&mut control_mode,
&mut controller,
&mut pid,
character_handle,
);
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec2::new(0.0, 1.0), 100.0);
}