147 lines
5.0 KiB
Rust
147 lines
5.0 KiB
Rust
use na::{Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderHandle, ColliderSet};
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use rapier3d::pipeline::{ContactModificationContext, PhysicsHooks, PhysicsHooksFlags};
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use rapier_testbed3d::Testbed;
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struct OneWayPlatformHook {
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platform1: ColliderHandle,
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platform2: ColliderHandle,
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}
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impl PhysicsHooks<RigidBodySet, ColliderSet> for OneWayPlatformHook {
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fn active_hooks(&self) -> PhysicsHooksFlags {
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PhysicsHooksFlags::MODIFY_SOLVER_CONTACTS
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}
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fn modify_solver_contacts(
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&self,
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context: &mut ContactModificationContext<RigidBodySet, ColliderSet>,
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) {
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// The allowed normal for the first platform is its local +y axis, and the
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// allowed normal for the second platform is its local -y axis.
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//
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// Now we have to be careful because the `manifold.local_n1` normal points
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// toward the outside of the shape of `context.co1`. So we need to flip the
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// allowed normal direction if the platform is in `context.collider2`.
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//
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// Therefore:
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// - If context.collider1 == self.platform1 then the allowed normal is +y.
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// - If context.collider2 == self.platform1 then the allowed normal is -y.
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// - If context.collider1 == self.platform2 then its allowed normal +y needs to be flipped to -y.
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// - If context.collider2 == self.platform2 then the allowed normal -y needs to be flipped to +y.
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let mut allowed_local_n1 = Vector3::zeros();
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if context.collider1 == self.platform1 {
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allowed_local_n1 = Vector3::y();
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} else if context.collider2 == self.platform1 {
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// Flip the allowed direction.
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allowed_local_n1 = -Vector3::y();
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}
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if context.collider1 == self.platform2 {
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allowed_local_n1 = -Vector3::y();
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} else if context.collider2 == self.platform2 {
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// Flip the allowed direction.
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allowed_local_n1 = Vector3::y();
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}
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// Call the helper function that simulates one-way platforms.
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context.update_as_oneway_platform(&allowed_local_n1, 0.1);
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// Set the surface velocity of the accepted contacts.
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let tangent_velocity =
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if context.collider1 == self.platform1 || context.collider2 == self.platform2 {
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-12.0
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} else {
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12.0
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};
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for contact in context.solver_contacts.iter_mut() {
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contact.tangent_velocity.z = tangent_velocity;
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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 joints = JointSet::new();
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/*
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* Ground
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*/
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let rigid_body = RigidBodyBuilder::new_static().build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0)
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.translation(0.0, 2.0, 30.0)
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.modify_solver_contacts(true)
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.build();
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let platform1 = colliders.insert(collider, handle, &mut bodies);
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let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0)
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.translation(0.0, -2.0, -30.0)
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.modify_solver_contacts(true)
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.build();
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let platform2 = colliders.insert(collider, handle, &mut bodies);
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/*
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* Setup the one-way platform hook.
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*/
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let physics_hooks = OneWayPlatformHook {
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platform1,
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platform2,
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};
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/*
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* Spawn cubes at regular intervals and apply a custom gravity
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* depending on their position.
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*/
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testbed.add_callback(move |mut window, mut graphics, physics, _, run_state| {
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if run_state.timestep_id % 50 == 0 && physics.bodies.len() <= 7 {
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// Spawn a new cube.
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let collider = ColliderBuilder::cuboid(1.0, 2.0, 1.5).build();
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let body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 6.0, 20.0)
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.build();
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let handle = physics.bodies.insert(body);
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add(window, handle, &physics.bodies, &physics.colliders);
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}
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}
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for handle in physics.islands.active_dynamic_bodies() {
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let body = physics.bodies.get_mut(*handle).unwrap();
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if body.position().translation.y > 1.0 {
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body.set_gravity_scale(1.0, false);
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} else if body.position().translation.y < -1.0 {
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body.set_gravity_scale(-1.0, false);
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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_with_params(
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bodies,
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colliders,
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joints,
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Vector3::new(0.0, -9.81, 0.0),
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physics_hooks,
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);
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testbed.look_at(Point3::new(-100.0, 0.0, 0.0), Point3::origin());
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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