175 lines
5.8 KiB
Rust
175 lines
5.8 KiB
Rust
use rapier3d::control::{DynamicRayCastVehicleController, WheelTuning};
|
||
use rapier3d::prelude::*;
|
||
use rapier_testbed3d::Testbed;
|
||
|
||
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 = 5.0;
|
||
let ground_height = 0.1;
|
||
|
||
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
|
||
let floor_handle = bodies.insert(rigid_body);
|
||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
|
||
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
|
||
|
||
/*
|
||
* Vehicle we will control manually.
|
||
*/
|
||
let hw = 0.3;
|
||
let hh = 0.15;
|
||
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 1.0, 0.0]);
|
||
let vehicle_handle = bodies.insert(rigid_body);
|
||
let collider = ColliderBuilder::cuboid(hw, hh, hw);
|
||
colliders.insert_with_parent(collider, vehicle_handle, &mut bodies);
|
||
|
||
let mut tuning = WheelTuning::default();
|
||
tuning.suspension_stiffness = 100.0;
|
||
tuning.suspension_damping = 10.0;
|
||
let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle);
|
||
let wheel_positions = [
|
||
point![hw, -hh, hw],
|
||
point![hw, -hh, -hw],
|
||
point![-hw, -hh, hw],
|
||
point![-hw, -hh, -hw],
|
||
];
|
||
|
||
for pos in wheel_positions {
|
||
vehicle.add_wheel(pos, -Vector::y(), Vector::z(), hh, hh / 4.0, &tuning);
|
||
}
|
||
|
||
/*
|
||
* Create the cubes
|
||
*/
|
||
let num = 8;
|
||
let rad = 0.1;
|
||
|
||
let shift = rad * 2.0;
|
||
let centerx = shift * (num / 2) as f32;
|
||
let centery = rad;
|
||
|
||
for j in 0usize..4 {
|
||
for k in 0usize..4 {
|
||
for i in 0..num {
|
||
let x = i as f32 * shift - centerx;
|
||
let y = j as f32 * shift + centery;
|
||
let z = k as f32 * shift + centerx;
|
||
|
||
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
|
||
let handle = bodies.insert(rigid_body);
|
||
let collider = ColliderBuilder::cuboid(rad, rad, rad);
|
||
colliders.insert_with_parent(collider, handle, &mut bodies);
|
||
}
|
||
}
|
||
}
|
||
|
||
/*
|
||
* Create some stairs.
|
||
*/
|
||
let stair_width = 1.0;
|
||
let stair_height = 0.1;
|
||
for i in 0..10 {
|
||
let x = i as f32 * stair_width / 2.0;
|
||
let y = i as f32 * stair_height * 1.5 + 3.0;
|
||
|
||
let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
|
||
.translation(vector![x, y, 0.0]);
|
||
colliders.insert(collider);
|
||
}
|
||
|
||
/*
|
||
* Create a slope we can climb.
|
||
*/
|
||
let slope_angle = 0.2;
|
||
let slope_size = 2.0;
|
||
let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
|
||
.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
|
||
.rotation(Vector::z() * slope_angle);
|
||
colliders.insert(collider);
|
||
|
||
/*
|
||
* Create a slope we can’t climb.
|
||
*/
|
||
let impossible_slope_angle = 0.9;
|
||
let impossible_slope_size = 2.0;
|
||
let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
|
||
.translation(vector![
|
||
ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
|
||
-ground_height + 2.3,
|
||
0.0
|
||
])
|
||
.rotation(Vector::z() * impossible_slope_angle);
|
||
colliders.insert(collider);
|
||
|
||
/*
|
||
* Create a moving platform.
|
||
*/
|
||
let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
|
||
// .rotation(-0.3);
|
||
let platform_handle = bodies.insert(body);
|
||
let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
|
||
colliders.insert_with_parent(collider, platform_handle, &mut bodies);
|
||
|
||
/*
|
||
* More complex ground.
|
||
*/
|
||
let ground_size = Vector::new(10.0, 1.0, 10.0);
|
||
let nsubdivs = 20;
|
||
|
||
let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
|
||
(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
|
||
+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
|
||
});
|
||
|
||
let collider =
|
||
ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
|
||
colliders.insert(collider);
|
||
|
||
/*
|
||
* A tilting dynamic body with a limited joint.
|
||
*/
|
||
let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
|
||
let ground_handle = bodies.insert(ground);
|
||
let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
|
||
let handle = bodies.insert(body);
|
||
let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
|
||
colliders.insert_with_parent(collider, handle, &mut bodies);
|
||
let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
|
||
impulse_joints.insert(ground_handle, handle, joint, true);
|
||
|
||
/*
|
||
* Setup a callback to move the platform.
|
||
*/
|
||
testbed.add_callback(move |_, physics, _, run_state| {
|
||
let linvel = vector![
|
||
(run_state.time * 2.0).sin() * 2.0,
|
||
(run_state.time * 5.0).sin() * 1.5,
|
||
0.0
|
||
];
|
||
// let angvel = run_state.time.sin() * 0.5;
|
||
|
||
// Update the velocity-based kinematic body by setting its velocity.
|
||
if let Some(platform) = physics.bodies.get_mut(platform_handle) {
|
||
platform.set_linvel(linvel, true);
|
||
// NOTE: interaction with rotating platforms isn’t handled very well yet.
|
||
// platform.set_angvel(angvel, true);
|
||
}
|
||
});
|
||
|
||
/*
|
||
* Set up the testbed.
|
||
*/
|
||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
|
||
testbed.set_vehicle_controller(vehicle);
|
||
testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
|
||
}
|