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-rw-r--r--examples3d/debug_add_remove_collider3.rs110
-rw-r--r--examples3d/debug_dynamic_collider_add3.rs112
2 files changed, 222 insertions, 0 deletions
diff --git a/examples3d/debug_add_remove_collider3.rs b/examples3d/debug_add_remove_collider3.rs
new file mode 100644
index 0000000..9e13fb5
--- /dev/null
+++ b/examples3d/debug_add_remove_collider3.rs
@@ -0,0 +1,110 @@
+use na::{Isometry3, Point3, Vector3};
+use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier3d::geometry::{ColliderBuilder, ColliderSet};
+use rapier_testbed3d::Testbed;
+
+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 = 20.0;
+ 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, 0.4)
+ .friction(0.15)
+ // .restitution(0.5)
+ .build();
+ let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
+
+ /*
+ * Rolling ball
+ */
+ let ball_rad = 0.1;
+ let rb = RigidBodyBuilder::new_dynamic()
+ .translation(0.0, 0.2, 0.0)
+ .linvel(10.0, 0.0, 0.0)
+ .build();
+ let ball_handle = bodies.insert(rb);
+ let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
+ colliders.insert(collider, ball_handle, &mut bodies);
+
+ let mut linvel = Vector3::zeros();
+ let mut angvel = Vector3::zeros();
+ let mut pos = Isometry3::identity();
+ let mut step = 0;
+ let mut extra_balls = Vec::new();
+ let snapped_frame = 51;
+
+ testbed.add_callback(move |window, physics, _, graphics, _| {
+ step += 1;
+
+ // Add a bigger ball collider
+ let collider = ColliderBuilder::ball(ball_rad + 0.01 * (step as f32))
+ .density(100.0)
+ .build();
+ let new_ball_collider_handle =
+ physics
+ .colliders
+ .insert(collider, ball_handle, &mut physics.bodies);
+ graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
+ extra_balls.push(new_ball_collider_handle);
+
+ // Snap the ball velocity or restore it.
+ let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
+
+ if step == snapped_frame {
+ linvel = *ball.linvel();
+ angvel = *ball.angvel();
+ pos = *ball.position();
+ }
+
+ if step == 100 {
+ ball.set_linvel(linvel, true);
+ ball.set_angvel(angvel, true);
+ ball.set_position(pos, true);
+ step = snapped_frame;
+
+ for ball in &extra_balls {
+ physics.colliders.remove(*ball, &mut physics.bodies, true);
+ }
+
+ extra_balls.clear();
+ }
+
+ // Remove then re-add the ground collider.
+ // let ground = physics.bodies.get_mut(ground_handle).unwrap();
+ // ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false);
+ // let coll = physics
+ // .colliders
+ // .remove(ground_collider_handle, &mut physics.bodies, true)
+ // .unwrap();
+ let coll = ColliderBuilder::cuboid(ground_size, ground_height + step as f32 * 0.01, 0.4)
+ .friction(0.15)
+ .build();
+ ground_collider_handle = physics
+ .colliders
+ .insert(coll, ground_handle, &mut physics.bodies);
+ graphics.add_collider(window, ground_collider_handle, &physics.colliders);
+ });
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world(bodies, colliders, joints);
+ testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin());
+}
+
+fn main() {
+ let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
+ testbed.run()
+}
diff --git a/examples3d/debug_dynamic_collider_add3.rs b/examples3d/debug_dynamic_collider_add3.rs
new file mode 100644
index 0000000..9a10b27
--- /dev/null
+++ b/examples3d/debug_dynamic_collider_add3.rs
@@ -0,0 +1,112 @@
+use na::{Isometry3, Point3, Vector3};
+use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier3d::geometry::{ColliderBuilder, ColliderSet};
+use rapier_testbed3d::Testbed;
+
+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 = 20.0;
+ 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, 0.4)
+ .friction(0.15)
+ // .restitution(0.5)
+ .build();
+ let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
+
+ /*
+ * Rolling ball
+ */
+ let ball_rad = 0.1;
+ let rb = RigidBodyBuilder::new_dynamic()
+ .translation(0.0, 0.2, 0.0)
+ .linvel(10.0, 0.0, 0.0)
+ .build();
+ let ball_handle = bodies.insert(rb);
+ let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
+ colliders.insert(collider, ball_handle, &mut bodies);
+
+ let mut linvel = Vector3::zeros();
+ let mut angvel = Vector3::zeros();
+ let mut pos = Isometry3::identity();
+ let mut step = 0;
+ let mut extra_colliders = Vec::new();
+ let snapped_frame = 51;
+
+ testbed.add_callback(move |window, physics, _, graphics, _| {
+ step += 1;
+
+ // Add a bigger ball collider
+ let collider = ColliderBuilder::ball(ball_rad + 0.01 * (step as f32))
+ .density(100.0)
+ .build();
+ let new_ball_collider_handle =
+ physics
+ .colliders
+ .insert(collider, ball_handle, &mut physics.bodies);
+ graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
+ extra_colliders.push(new_ball_collider_handle);
+
+ // Snap the ball velocity or restore it.
+ let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
+
+ if step == snapped_frame {
+ linvel = *ball.linvel();
+ angvel = *ball.angvel();
+ pos = *ball.position();
+ }
+
+ if step == 100 {
+ ball.set_linvel(linvel, true);
+ ball.set_angvel(angvel, true);
+ ball.set_position(pos, true);
+ step = snapped_frame;
+
+ for handle in &extra_colliders {
+ physics.colliders.remove(*handle, &mut physics.bodies, true);
+ }
+
+ extra_colliders.clear();
+ }
+
+ // Remove then re-add the ground collider.
+ // let ground = physics.bodies.get_mut(ground_handle).unwrap();
+ // ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false);
+ // let coll = physics
+ // .colliders
+ // .remove(ground_collider_handle, &mut physics.bodies, true)
+ // .unwrap();
+ let coll = ColliderBuilder::cuboid(ground_size, ground_height + step as f32 * 0.01, 0.4)
+ .friction(0.15)
+ .build();
+ new_ground_collider_handle =
+ physics
+ .colliders
+ .insert(coll, ground_handle, &mut physics.bodies);
+ graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
+ extra_colliders.push(new_ground_collider_handle);
+ });
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world(bodies, colliders, joints);
+ testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin());
+}
+
+fn main() {
+ let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
+ testbed.run()
+}