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/stacks3.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/stacks3.rs')
| -rw-r--r-- | examples3d/stacks3.rs | 195 |
1 files changed, 195 insertions, 0 deletions
diff --git a/examples3d/stacks3.rs b/examples3d/stacks3.rs new file mode 100644 index 0000000..fd2ae27 --- /dev/null +++ b/examples3d/stacks3.rs @@ -0,0 +1,195 @@ +use na::{Point3, Translation3, UnitQuaternion, Vector3}; +use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; +use rapier3d::geometry::{ColliderBuilder, ColliderSet}; +use rapier_testbed3d::Testbed; + +fn create_tower_circle( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + offset: Vector3<f32>, + stack_height: usize, + nsubdivs: usize, + half_extents: Vector3<f32>, +) { + let ang_step = std::f32::consts::PI * 2.0 / nsubdivs as f32; + let radius = 1.3 * nsubdivs as f32 * half_extents.x / std::f32::consts::PI; + + let shift = half_extents * 2.0; + for i in 0usize..stack_height { + for j in 0..nsubdivs { + let fj = j as f32; + let fi = i as f32; + let y = fi * shift.y; + let pos = Translation3::from(offset) + * UnitQuaternion::new(Vector3::y() * (fi / 2.0 + fj) * ang_step) + * Translation3::new(0.0, y, radius); + + // Build the rigid body. + let rigid_body = RigidBodyBuilder::new_dynamic().position(pos).build(); + let handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z) + .density(1.0) + .build(); + colliders.insert(collider, handle, bodies); + } + } +} + +fn create_wall( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + offset: Vector3<f32>, + stack_height: usize, + half_extents: Vector3<f32>, +) { + let shift = half_extents * 2.0; + for i in 0usize..stack_height { + for j in i..stack_height { + let fj = j as f32; + let fi = i as f32; + let x = offset.x; + let y = fi * shift.y + offset.y; + let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z + - stack_height as f32 * half_extents.z; + + // Build the rigid body. + let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build(); + let handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z) + .density(1.0) + .build(); + colliders.insert(collider, handle, bodies); + } + } +} + +fn create_pyramid( + bodies: &mut RigidBodySet, + colliders: &mut ColliderSet, + offset: Vector3<f32>, + stack_height: usize, + half_extents: Vector3<f32>, +) { + let shift = half_extents * 2.0; + + for i in 0usize..stack_height { + for j in i..stack_height { + for k in i..stack_height { + let fi = i as f32; + let fj = j as f32; + let fk = k as f32; + let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x + - stack_height as f32 * half_extents.x; + let y = fi * shift.y + offset.y; + let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z + - stack_height as f32 * half_extents.z; + + // Build the rigid body. + let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build(); + let handle = bodies.insert(rigid_body); + let collider = + ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z) + .density(1.0) + .build(); + colliders.insert(collider, handle, bodies); + } + } + } +} + +pub fn init_world(testbed: &mut Testbed) { + /* + * World + */ + let mut bodies = RigidBodySet::new(); + let mut colliders = ColliderSet::new(); + let joints = JointSet::new(); + + /* + * Ground + */ + let ground_size = 200.0; + let ground_height = 0.1; + + let rigid_body = RigidBodyBuilder::new_static() + .translation(0.0, -ground_height, 0.0) + .build(); + let handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); + colliders.insert(collider, handle, &mut bodies); + + /* + * Create the cubes + */ + let cube_size = 1.0; + let hext = Vector3::repeat(cube_size); + let bottomy = cube_size * 50.0; + create_pyramid( + &mut bodies, + &mut colliders, + Vector3::new(-110.0, bottomy, 0.0), + 12, + hext, + ); + create_pyramid( + &mut bodies, + &mut colliders, + Vector3::new(-80.0, bottomy, 0.0), + 12, + hext, + ); + create_pyramid( + &mut bodies, + &mut colliders, + Vector3::new(-50.0, bottomy, 0.0), + 12, + hext, + ); + create_pyramid( + &mut bodies, + &mut colliders, + Vector3::new(-20.0, bottomy, 0.0), + 12, + hext, + ); + create_wall( + &mut bodies, + &mut colliders, + Vector3::new(-2.0, bottomy, 0.0), + 12, + hext, + ); + create_wall( + &mut bodies, + &mut colliders, + Vector3::new(4.0, bottomy, 0.0), + 12, + hext, + ); + create_wall( + &mut bodies, + &mut colliders, + Vector3::new(10.0, bottomy, 0.0), + 12, + hext, + ); + create_tower_circle( + &mut bodies, + &mut colliders, + Vector3::new(25.0, bottomy, 0.0), + 8, + 24, + hext, + ); + + /* + * Set up the testbed. + */ + testbed.set_world(bodies, colliders, joints); + testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin()); +} + +fn main() { + let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]); + testbed.run() +} |
