use rapier3d::prelude::*; use rapier_testbed3d::Testbed; fn prismatic_repro( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, box_center: Point, ) { let box_rb = bodies.insert(RigidBodyBuilder::dynamic().translation(vector![ box_center.x, box_center.y, box_center.z ])); colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 0.25, 1.0), box_rb, bodies); let wheel_y = -1.0; let wheel_positions = vec![ vector![1.0, wheel_y, -1.0], vector![-1.0, wheel_y, -1.0], vector![1.0, wheel_y, 1.0], vector![-1.0, wheel_y, 1.0], ]; for pos in wheel_positions { let wheel_pos_in_world = box_center + pos; let wheel_rb = bodies.insert(RigidBodyBuilder::dynamic().translation(vector![ wheel_pos_in_world.x, wheel_pos_in_world.y, wheel_pos_in_world.z ])); colliders.insert_with_parent(ColliderBuilder::ball(0.5), wheel_rb, bodies); let (stiffness, damping) = (0.05, 0.2); let prismatic = PrismaticJointBuilder::new(Vector::y_axis()) .local_anchor1(point![pos.x, pos.y, pos.z]) .motor_position(0.0, stiffness, damping); impulse_joints.insert(box_rb, wheel_rb, prismatic, true); } // put a small box under one of the wheels let gravel = bodies.insert(RigidBodyBuilder::dynamic().translation(vector![ box_center.x + 1.0, box_center.y - 2.4, -1.0 ])); colliders.insert_with_parent(ColliderBuilder::cuboid(0.5, 0.1, 0.5), gravel, bodies); } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 50.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size); colliders.insert_with_parent(collider, handle, &mut bodies); prismatic_repro( &mut bodies, &mut colliders, &mut impulse_joints, point![0.0, 5.0, 0.0], ); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![10.0, 10.0, 10.0], Point::origin()); }