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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/stacks3.rs
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First public release of Rapier.v0.1.0
Diffstat (limited to 'examples3d/stacks3.rs')
-rw-r--r--examples3d/stacks3.rs195
1 files changed, 195 insertions, 0 deletions
diff --git a/examples3d/stacks3.rs b/examples3d/stacks3.rs
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+++ b/examples3d/stacks3.rs
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+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()
+}