* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
106 lines
3.3 KiB
Rust
106 lines
3.3 KiB
Rust
use rapier_testbed2d::Testbed;
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use rapier2d::parry::transformation::voxelization::FillMode;
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use rapier2d::prelude::*;
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const VOXEL_SIZE: Real = 0.1; // 0.25;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* Voxel geometry type selection.
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*/
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// TODO: make the testbed support custom enums (or at least a list of option from strings and
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// associated constants).
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let settings = testbed.example_settings_mut();
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let falling_objects = settings.get_or_set_string(
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"Falling objects",
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3, // Defaults to Mixed.
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vec![
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"Ball".to_string(),
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"Cuboid".to_string(),
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"Capsule".to_string(),
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"Mixed".to_string(),
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],
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);
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let voxel_size_y = settings.get_or_set_f32("Voxel size y", 1.0, 0.5..=2.0);
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let voxel_size = Vector::new(1.0, voxel_size_y);
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let test_ccd = settings.get_or_set_bool("Test CCD", false);
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Create dynamic objects to fall on voxels.
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*/
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let nx = 50;
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for i in 0..nx {
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for j in 0..10 {
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let mut rb = RigidBodyBuilder::dynamic().translation(Vector::new(
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i as f32 * 2.0 - nx as f32 / 2.0,
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20.0 + j as f32 * 2.0,
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));
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if test_ccd {
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rb = rb.linvel(Vector::new(0.0, -1000.0)).ccd_enabled(true);
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}
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let rb_handle = bodies.insert(rb);
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let falling_objects = if falling_objects == 3 {
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j % 3
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} else {
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falling_objects
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};
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let ball_radius = 0.5;
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let co = match falling_objects {
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0 => ColliderBuilder::ball(ball_radius),
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1 => ColliderBuilder::cuboid(ball_radius, ball_radius),
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2 => ColliderBuilder::capsule_y(ball_radius, ball_radius),
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_ => unreachable!(),
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};
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colliders.insert_with_parent(co, rb_handle, &mut bodies);
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}
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}
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/*
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* Voxelization.
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*/
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let polyline = vec![
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Vector::new(0.0, 0.0),
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Vector::new(0.0, 10.0),
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Vector::new(7.0, 4.0),
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Vector::new(14.0, 10.0),
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Vector::new(14.0, 0.0),
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Vector::new(13.0, 7.0),
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Vector::new(7.0, 2.0),
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Vector::new(1.0, 7.0),
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];
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let indices: Vec<_> = (0..polyline.len() as u32)
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.map(|i| [i, (i + 1) % polyline.len() as u32])
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.collect();
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let rb = bodies.insert(RigidBodyBuilder::fixed().translation(Vector::new(-20.0, -10.0)));
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let shape = SharedShape::voxelized_mesh(&polyline, &indices, 0.2, FillMode::default());
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colliders.insert_with_parent(ColliderBuilder::new(shape), rb, &mut bodies);
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/*
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* A voxel wavy floor.
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*/
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let voxels: Vec<_> = (0..300)
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.map(|i| {
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let y = (i as f32 / 20.0).sin().clamp(-0.5, 0.5) * 20.0;
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Vector::new((i as f32 - 125.0) * voxel_size.x / 2.0, y * voxel_size.y)
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})
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.collect();
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colliders.insert(ColliderBuilder::voxels_from_points(voxel_size, &voxels));
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(Vec2::new(0.0, 20.0), 17.0);
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}
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