use rapier3d::prelude::*; use rapier_testbed3d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let mut multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 0.2; let ground_height = 0.01; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size); colliders.insert_with_parent(collider, floor_handle, &mut bodies); /* * Setup groups */ let num_segments = 10; let body = RigidBodyBuilder::fixed(); let mut last_body = bodies.insert(body); let mut last_link = MultibodyJointHandle::invalid(); for i in 0..num_segments { let size = 1.0 / num_segments as f32; let body = RigidBodyBuilder::dynamic().can_sleep(false); let new_body = bodies.insert(body); // NOTE: we add a sensor collider just to make the destbed draw a rectangle to make // the demo look nicer. IK could be used without cuboid. let collider = ColliderBuilder::cuboid(size / 8.0, size / 2.0, size / 8.0) .density(0.0) .sensor(true); colliders.insert_with_parent(collider, new_body, &mut bodies); let link_ab = SphericalJointBuilder::new() .local_anchor1(point![0.0, size / 2.0 * (i != 0) as usize as f32, 0.0]) .local_anchor2(point![0.0, -size / 2.0, 0.0]) .build() .data; last_link = multibody_joints .insert(last_body, new_body, link_ab, true) .unwrap(); last_body = new_body; } let mut displacements = DVector::zeros(0); testbed.add_callback(move |graphics, physics, _, _| { let Some(graphics) = graphics else { return }; if let Some((multibody, link_id)) = physics.multibody_joints.get_mut(last_link) { // Ensure our displacement vector has the right number of elements. if displacements.nrows() < multibody.ndofs() { displacements = DVector::zeros(multibody.ndofs()); } else { displacements.fill(0.0); } let Some(mouse_ray) = graphics.mouse().ray else { return; }; // Cast a ray on a plane aligned with the camera passing through the origin. let halfspace = HalfSpace { normal: -UnitVector::new_normalize(graphics.camera_fwd_dir()), }; let mouse_ray = Ray::new(mouse_ray.0, mouse_ray.1); let Some(hit) = halfspace.cast_local_ray(&mouse_ray, f32::MAX, false) else { return; }; let target_point = mouse_ray.point_at(hit); let options = InverseKinematicsOption { constrained_axes: JointAxesMask::LIN_AXES, ..Default::default() }; multibody.inverse_kinematics( &physics.bodies, link_id, &options, &Isometry::from(target_point), |_| true, &mut displacements, ); multibody.apply_displacements(displacements.as_slice()); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 0.5, 2.5], point![0.0, 0.5, 0.0]); }