From 72eb66425d6875704a59c077e92c1fddc51cd881 Mon Sep 17 00:00:00 2001 From: Crozet Sébastien Date: Wed, 25 Nov 2020 15:58:52 +0100 Subject: Add debug demos for rigid-body change tracking. --- examples3d/debug_rollback3.rs | 77 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 77 insertions(+) create mode 100644 examples3d/debug_rollback3.rs (limited to 'examples3d/debug_rollback3.rs') diff --git a/examples3d/debug_rollback3.rs b/examples3d/debug_rollback3.rs new file mode 100644 index 0000000..1c5b643 --- /dev/null +++ b/examples3d/debug_rollback3.rs @@ -0,0 +1,77 @@ +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(); + colliders.insert(collider, ground_handle, &mut bodies); + + /* + * Rolling ball + */ + 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(0.1).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 snapped_frame = 51; + + testbed.add_callback(move |_, physics, _, _, _| { + step += 1; + 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; + } + + let ground = physics.bodies.get_mut(ground_handle).unwrap(); + ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false); + }); + + /* + * 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() +} -- cgit From 391bcf372ab19d4ae3eceb056eb605062bf71122 Mon Sep 17 00:00:00 2001 From: Crozet Sébastien Date: Thu, 26 Nov 2020 11:41:43 +0100 Subject: Fix collider insertion/removal tracking. --- examples3d/debug_rollback3.rs | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) (limited to 'examples3d/debug_rollback3.rs') diff --git a/examples3d/debug_rollback3.rs b/examples3d/debug_rollback3.rs index 1c5b643..6479e1f 100644 --- a/examples3d/debug_rollback3.rs +++ b/examples3d/debug_rollback3.rs @@ -24,17 +24,18 @@ pub fn init_world(testbed: &mut Testbed) { .friction(0.15) // .restitution(0.5) .build(); - colliders.insert(collider, ground_handle, &mut bodies); + 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(0.1).density(100.0).build(); + let collider = ColliderBuilder::ball(ball_rad).density(100.0).build(); colliders.insert(collider, ball_handle, &mut bodies); let mut linvel = Vector3::zeros(); @@ -43,8 +44,10 @@ pub fn init_world(testbed: &mut Testbed) { let mut step = 0; let snapped_frame = 51; - testbed.add_callback(move |_, physics, _, _, _| { + testbed.add_callback(move |window, physics, _, graphics, _| { step += 1; + + // Snap the ball velocity or restore it. let mut ball = physics.bodies.get_mut(ball_handle).unwrap(); if step == snapped_frame { @@ -59,9 +62,6 @@ pub fn init_world(testbed: &mut Testbed) { ball.set_position(pos, true); step = snapped_frame; } - - let ground = physics.bodies.get_mut(ground_handle).unwrap(); - ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false); }); /* -- cgit