diff options
| author | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
|---|---|---|
| committer | Sébastien Crozet <developer@crozet.re> | 2020-08-25 22:10:25 +0200 |
| commit | 754a48b7ff6d8c58b1ee08651e60112900b60455 (patch) | |
| tree | 7d777a6c003f1f5d8f8d24f533f35a95a88957fe /examples3d/joints3.rs | |
| download | rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.tar.gz rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.tar.bz2 rapier-754a48b7ff6d8c58b1ee08651e60112900b60455.zip | |
First public release of Rapier.v0.1.0
Diffstat (limited to 'examples3d/joints3.rs')
| -rw-r--r-- | examples3d/joints3.rs | 272 |
1 files changed, 272 insertions, 0 deletions
diff --git a/examples3d/joints3.rs b/examples3d/joints3.rs new file mode 100644 index 0000000..c640770 --- /dev/null +++ b/examples3d/joints3.rs @@ -0,0 +1,272 @@ +use na::{Isometry3, Point3, Unit, Vector3}; +use rapier3d::dynamics::{ + BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder, + RigidBodySet, +}; +use rapier3d::geometry::{ColliderBuilder, ColliderSet}; +use rapier_testbed3d::Testbed; + +fn create_prismatic_joints( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + joints: &mut JointSet, + origin: Point3<f32>, + num: usize, +) { + let rad = 0.4; + let shift = 1.0; + + let ground = RigidBodyBuilder::new_static() + .translation(origin.x, origin.y, origin.z) + .build(); + let mut curr_parent = bodies.insert(ground); + let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); + colliders.insert(collider, curr_parent, bodies); + + for i in 0..num { + let z = origin.z + (i + 1) as f32 * shift; + let density = 1.0; + let rigid_body = RigidBodyBuilder::new_dynamic() + .translation(origin.x, origin.y, z) + .build(); + let curr_child = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(rad, rad, rad) + .density(density) + .build(); + colliders.insert(collider, curr_child, bodies); + + let axis = if i % 2 == 0 { + Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0)) + } else { + Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0)) + }; + + let z = Vector3::z(); + let mut prism = PrismaticJoint::new( + Point3::origin(), + axis, + z, + Point3::new(0.0, 0.0, -shift), + axis, + z, + ); + prism.limits_enabled = true; + prism.limits[0] = -2.0; + prism.limits[1] = 2.0; + joints.insert(bodies, curr_parent, curr_child, prism); + + curr_parent = curr_child; + } +} + +fn create_revolute_joints( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + joints: &mut JointSet, + origin: Point3<f32>, + num: usize, +) { + let rad = 0.4; + let shift = 2.0; + + let ground = RigidBodyBuilder::new_static() + .translation(origin.x, origin.y, 0.0) + .build(); + let mut curr_parent = bodies.insert(ground); + let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); + colliders.insert(collider, curr_parent, bodies); + + for i in 0..num { + // Create four bodies. + let z = origin.z + i as f32 * shift * 2.0 + shift; + let positions = [ + Isometry3::translation(origin.x, origin.y, z), + Isometry3::translation(origin.x + shift, origin.y, z), + Isometry3::translation(origin.x + shift, origin.y, z + shift), + Isometry3::translation(origin.x, origin.y, z + shift), + ]; + + let mut handles = [curr_parent; 4]; + for k in 0..4 { + let density = 1.0; + let rigid_body = RigidBodyBuilder::new_dynamic() + .position(positions[k]) + .build(); + handles[k] = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(rad, rad, rad) + .density(density) + .build(); + colliders.insert(collider, handles[k], bodies); + } + + // Setup four joints. + let o = Point3::origin(); + let x = Vector3::x_axis(); + let z = Vector3::z_axis(); + + let revs = [ + RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), + RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x), + RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), + RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x), + ]; + + joints.insert(bodies, curr_parent, handles[0], revs[0]); + joints.insert(bodies, handles[0], handles[1], revs[1]); + joints.insert(bodies, handles[1], handles[2], revs[2]); + joints.insert(bodies, handles[2], handles[3], revs[3]); + + curr_parent = handles[3]; + } +} + +fn create_fixed_joints( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + joints: &mut JointSet, + origin: Point3<f32>, + num: usize, +) { + let rad = 0.4; + let shift = 1.0; + + let mut body_handles = Vec::new(); + + for k in 0..num { + for i in 0..num { + let fk = k as f32; + let fi = i as f32; + + // NOTE: the num - 2 test is to avoid two consecutive + // fixed bodies. Because physx will crash if we add + // a joint between these. + let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) { + BodyStatus::Static + } else { + BodyStatus::Dynamic + }; + + let rigid_body = RigidBodyBuilder::new(status) + .translation(origin.x + fk * shift, origin.y, origin.z + fi * shift) + .build(); + let child_handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::ball(rad).density(1.0).build(); + colliders.insert(collider, child_handle, bodies); + + // Vertical joint. + if i > 0 { + let parent_handle = *body_handles.last().unwrap(); + let joint = FixedJoint::new( + Isometry3::identity(), + Isometry3::translation(0.0, 0.0, -shift), + ); + joints.insert(bodies, parent_handle, child_handle, joint); + } + + // Horizontal joint. + if k > 0 { + let parent_index = body_handles.len() - num; + let parent_handle = body_handles[parent_index]; + let joint = FixedJoint::new( + Isometry3::identity(), + Isometry3::translation(-shift, 0.0, 0.0), + ); + joints.insert(bodies, parent_handle, child_handle, joint); + } + + body_handles.push(child_handle); + } + } +} + +fn create_ball_joints( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + joints: &mut JointSet, + num: usize, +) { + let rad = 0.4; + let shift = 1.0; + + let mut body_handles = Vec::new(); + + for k in 0..num { + for i in 0..num { + let fk = k as f32; + let fi = i as f32; + + let status = if i == 0 && (k % 4 == 0 || k == num - 1) { + BodyStatus::Static + } else { + BodyStatus::Dynamic + }; + + let rigid_body = RigidBodyBuilder::new(status) + .translation(fk * shift, 0.0, fi * shift) + .build(); + let child_handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::ball(rad).density(1.0).build(); + colliders.insert(collider, child_handle, bodies); + + // Vertical joint. + if i > 0 { + let parent_handle = *body_handles.last().unwrap(); + let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift)); + joints.insert(bodies, parent_handle, child_handle, joint); + } + + // Horizontal joint. + if k > 0 { + let parent_index = body_handles.len() - num; + let parent_handle = body_handles[parent_index]; + let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0)); + joints.insert(bodies, parent_handle, child_handle, joint); + } + + body_handles.push(child_handle); + } + } +} + +pub fn init_world(testbed: &mut Testbed) { + /* + * World + */ + let mut bodies = RigidBodySet::new(); + let mut colliders = ColliderSet::new(); + let mut joints = JointSet::new(); + + create_prismatic_joints( + &mut bodies, + &mut colliders, + &mut joints, + Point3::new(20.0, 10.0, 0.0), + 5, + ); + create_revolute_joints( + &mut bodies, + &mut colliders, + &mut joints, + Point3::new(20.0, 0.0, 0.0), + 3, + ); + create_fixed_joints( + &mut bodies, + &mut colliders, + &mut joints, + Point3::new(0.0, 10.0, 0.0), + 5, + ); + create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15); + + /* + * Set up the testbed. + */ + testbed.set_world(bodies, colliders, joints); + testbed.look_at(Point3::new(15.0, 5.0, 42.0), Point3::new(13.0, 1.0, 1.0)); +} + +fn main() { + let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); + testbed.run() +} |
