* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
155 lines
5.1 KiB
Rust
155 lines
5.1 KiB
Rust
use kiss3d::color::Color;
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use rapier_testbed3d::Testbed;
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use rapier3d::prelude::*;
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fn create_wall(
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testbed: &mut Testbed,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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offset: Vector,
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stack_height: usize,
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half_extents: Vector,
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) {
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let shift = half_extents * 2.0;
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let mut k = 0;
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for i in 0usize..stack_height {
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for j in i..stack_height {
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let fj = j as f32;
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let fi = i as f32;
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let x = offset.x;
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let y = fi * shift.y + offset.y;
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let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z
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- stack_height as f32 * half_extents.z;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y, z));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z);
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colliders.insert_with_parent(collider, handle, bodies);
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k += 1;
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if k % 2 == 0 {
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testbed
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.set_initial_body_color(handle, Color::new(1., 131. / 255., 244.0 / 255., 1.0));
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} else {
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testbed
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.set_initial_body_color(handle, Color::new(131. / 255., 1., 244.0 / 255., 1.0));
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}
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}
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}
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}
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pub fn init_world(testbed: &mut Testbed) {
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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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* Ground
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*/
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let ground_size = 50.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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/*
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* Create the pyramids.
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*/
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let num_z = 8;
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let num_x = 5;
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let shift_y = ground_height + 0.5;
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let shift_z = (num_z as f32 + 2.0) * 2.0;
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for i in 0..num_x {
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let x = i as f32 * 6.0;
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create_wall(
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testbed,
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&mut bodies,
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&mut colliders,
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Vector::new(x, shift_y, 0.0),
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num_z,
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Vector::new(0.5, 0.5, 1.0),
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);
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create_wall(
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testbed,
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&mut bodies,
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&mut colliders,
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Vector::new(x, shift_y, shift_z),
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num_z,
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Vector::new(0.5, 0.5, 1.0),
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);
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}
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/*
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* Create two very fast rigid-bodies.
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* The first one has CCD enabled and a sensor collider attached to it.
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* The second one has CCD enabled and a collider attached to it.
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*/
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let collider = ColliderBuilder::ball(1.0)
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.density(10.0)
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.sensor(true)
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.active_events(ActiveEvents::COLLISION_EVENTS);
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let rigid_body = RigidBodyBuilder::dynamic()
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.linvel(Vector::new(1000.0, 0.0, 0.0))
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.translation(Vector::new(-20.0, shift_y + 2.0, 0.0))
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.ccd_enabled(true);
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let sensor_handle = bodies.insert(rigid_body);
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colliders.insert_with_parent(collider, sensor_handle, &mut bodies);
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// Second rigid-body with CCD enabled.
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let collider = ColliderBuilder::ball(1.0).density(10.0);
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let rigid_body = RigidBodyBuilder::dynamic()
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.linvel(Vector::new(1000.0, 0.0, 0.0))
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.translation(Vector::new(-20.0, shift_y + 2.0, shift_z))
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.ccd_enabled(true);
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let handle = bodies.insert(rigid_body);
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colliders.insert_with_parent(collider.clone(), handle, &mut bodies);
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testbed.set_initial_body_color(handle, Color::new(0.2, 0.2, 1.0, 1.0));
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut graphics, physics, events, _| {
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while let Ok(prox) = events.collision_events.try_recv() {
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let color = if prox.started() {
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Color::new(1.0, 1.0, 0.0, 1.0)
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} else {
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Color::new(0.5, 0.5, 1.0, 1.0)
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};
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let parent_handle1 = physics
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.colliders
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.get(prox.collider1())
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.unwrap()
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.parent()
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.unwrap();
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let parent_handle2 = physics
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.colliders
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.get(prox.collider2())
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.unwrap()
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.parent()
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.unwrap();
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if let Some(graphics) = &mut graphics {
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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graphics.set_body_color(parent_handle1, color, false);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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graphics.set_body_color(parent_handle2, color, false);
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}
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}
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}
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});
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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(Vec3::new(100.0, 100.0, 100.0), Vec3::ZERO);
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}
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