aboutsummaryrefslogtreecommitdiff
path: root/examples3d/joints3.rs
diff options
context:
space:
mode:
authorSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
committerSébastien Crozet <developer@crozet.re>2020-08-25 22:10:25 +0200
commit754a48b7ff6d8c58b1ee08651e60112900b60455 (patch)
tree7d777a6c003f1f5d8f8d24f533f35a95a88957fe /examples3d/joints3.rs
downloadrapier-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.rs272
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()
+}