use na::{Point3, Vector3}; use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; fn prismatic_repro( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, box_center: Point3, ) { let box_rb = bodies.insert( RigidBodyBuilder::new_dynamic() .translation(box_center.x, box_center.y, box_center.z) .build(), ); colliders.insert( ColliderBuilder::cuboid(1.0, 0.25, 1.0).build(), box_rb, bodies, ); let wheel_y = -1.0; let wheel_positions = vec![ Vector3::new(1.0, wheel_y, -1.0), Vector3::new(-1.0, wheel_y, -1.0), Vector3::new(1.0, wheel_y, 1.0), Vector3::new(-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::new_dynamic() .translation( wheel_pos_in_world.x, wheel_pos_in_world.y, wheel_pos_in_world.z, ) .build(), ); colliders.insert(ColliderBuilder::ball(0.5).build(), wheel_rb, bodies); let mut prismatic = rapier3d::dynamics::PrismaticJoint::new( Point3::new(pos.x, pos.y, pos.z), Vector3::y_axis(), Vector3::default(), Point3::new(0.0, 0.0, 0.0), Vector3::y_axis(), Vector3::default(), ); prismatic.configure_motor_model(rapier3d::dynamics::SpringModel::VelocityBased); let (stiffness, damping) = (0.05, 0.2); prismatic.configure_motor_position(0.0, stiffness, damping); joints.insert(bodies, box_rb, wheel_rb, prismatic); } // put a small box under one of the wheels let gravel = bodies.insert( RigidBodyBuilder::new_dynamic() .translation(box_center.x + 1.0, box_center.y - 2.4, -1.0) .build(), ); colliders.insert( ColliderBuilder::cuboid(0.5, 0.1, 0.5).build(), gravel, bodies, ); } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut 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 handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); colliders.insert(collider, handle, &mut bodies); prismatic_repro( &mut bodies, &mut colliders, &mut joints, Point3::new(0.0, 5.0, 0.0), ); /* * 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() }