Files
rapier/examples2d/voxels2.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

106 lines
3.3 KiB
Rust

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