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-rw-r--r--examples3d/all_examples3.rs2
-rw-r--r--examples3d/ccd3.rs145
2 files changed, 147 insertions, 0 deletions
diff --git a/examples3d/all_examples3.rs b/examples3d/all_examples3.rs
index a8c38c6..8122583 100644
--- a/examples3d/all_examples3.rs
+++ b/examples3d/all_examples3.rs
@@ -10,6 +10,7 @@ use inflector::Inflector;
use rapier_testbed3d::Testbed;
use std::cmp::Ordering;
+mod ccd3;
mod collision_groups3;
mod compound3;
mod convex_decomposition3;
@@ -77,6 +78,7 @@ pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Fountain", fountain3::init_world),
("Primitives", primitives3::init_world),
+ ("CCD", ccd3::init_world),
("Collision groups", collision_groups3::init_world),
("Compound", compound3::init_world),
("Convex decomposition", convex_decomposition3::init_world),
diff --git a/examples3d/ccd3.rs b/examples3d/ccd3.rs
new file mode 100644
index 0000000..b62427f
--- /dev/null
+++ b/examples3d/ccd3.rs
@@ -0,0 +1,145 @@
+use na::{Isometry3, Point3, Vector3};
+use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier3d::geometry::{ColliderBuilder, ColliderSet};
+use rapier_testbed3d::Testbed;
+
+fn create_wall(
+ testbed: &mut Testbed,
+ 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).build();
+ colliders.insert(collider, handle, bodies);
+ testbed.set_body_color(handle, Point3::new(218. / 255., 201. / 255., 1.0));
+ }
+ }
+}
+
+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 = 50.0;
+ let ground_height = 0.1;
+
+ let rigid_body = RigidBodyBuilder::new_static()
+ .translation(0.0, -ground_height, 0.0)
+ .build();
+ let ground_handle = bodies.insert(rigid_body);
+ let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
+ colliders.insert(collider, ground_handle, &mut bodies);
+
+ /*
+ * Create the pyramids.
+ */
+ let num_z = 8;
+ let num_x = 5;
+ let shift_y = ground_height + 0.5;
+ let shift_z = (num_z as f32 + 2.0) * 2.0;
+
+ for i in 0..num_x {
+ let x = i as f32 * 6.0;
+ create_wall(
+ testbed,
+ &mut bodies,
+ &mut colliders,
+ Vector3::new(x, shift_y, 0.0),
+ num_z,
+ Vector3::new(0.5, 0.5, 1.0),
+ );
+
+ create_wall(
+ testbed,
+ &mut bodies,
+ &mut colliders,
+ Vector3::new(x, shift_y, shift_z),
+ num_z,
+ Vector3::new(0.5, 0.5, 1.0),
+ );
+ }
+
+ /*
+ * Create two very fast rigid-bodies.
+ * The first one has CCD enabled and a sensor collider attached to it.
+ * The second one has CCD enabled and a collider attached to it.
+ */
+ let collider = ColliderBuilder::ball(1.0)
+ .density(10.0)
+ .sensor(true)
+ .build();
+ let mut rigid_body = RigidBodyBuilder::new_dynamic()
+ .linvel(1000.0, 0.0, 0.0)
+ .translation(-20.0, shift_y + 2.0, 0.0)
+ .ccd_enabled(true)
+ .build();
+ let sensor_handle = bodies.insert(rigid_body);
+ colliders.insert(collider, sensor_handle, &mut bodies);
+
+ // Second rigid-body with CCD enabled.
+ let collider = ColliderBuilder::ball(1.0).density(10.0).build();
+ let mut rigid_body = RigidBodyBuilder::new_dynamic()
+ .linvel(1000.0, 0.0, 0.0)
+ .translation(-20.0, shift_y + 2.0, shift_z)
+ .ccd_enabled(true)
+ .build();
+ let handle = bodies.insert(rigid_body);
+ colliders.insert(collider.clone(), handle, &mut bodies);
+
+ // Callback that will be executed on the main loop to handle proximities.
+ testbed.add_callback(move |_, mut graphics, physics, events, _| {
+ while let Ok(prox) = events.intersection_events.try_recv() {
+ let color = if prox.intersecting {
+ Point3::new(1.0, 1.0, 0.0)
+ } else {
+ Point3::new(0.5, 0.5, 1.0)
+ };
+
+ let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
+ let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
+
+ if let Some(graphics) = &mut graphics {
+ if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
+ graphics.set_body_color(parent_handle1, color);
+ }
+ if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
+ graphics.set_body_color(parent_handle2, color);
+ }
+ }
+ }
+ });
+
+ /*
+ * 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()
+}