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 mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Fixed ground to attach one end of the joints. */ let rigid_body = RigidBodyBuilder::fixed(); let ground_handle = bodies.insert(rigid_body); let mut target_angles = vec![]; /* * A rectangle on a motor with target position. */ for num in 0..9 { let x_pos = -6.0 + 1.5 * num as f32; let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![x_pos, 2.0, 0.0]) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.1, 0.5, 0.1); colliders.insert_with_parent(collider, handle, &mut bodies); let target_angle = -std::f32::consts::PI + std::f32::consts::PI / 4.0 * num as f32; let joint = RevoluteJointBuilder::new(Vector::z_axis()) .local_anchor1(point![x_pos, 1.5, 0.0]) .local_anchor2(point![0.0, -0.5, 0.0]) .motor_position(target_angle, 1000.0, 150.0); impulse_joints.insert(ground_handle, handle, joint, true); target_angles.push(target_angle); } /* * A rectangle on a motor with limits. */ for num in 0..8 { let x_pos = -6.0 + 1.5 * num as f32; let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![x_pos, 4.5, 0.0]) .rotation(vector![0.0, 0.0, std::f32::consts::PI]) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.1, 0.5, 0.1); colliders.insert_with_parent(collider, handle, &mut bodies); let max_angle_limit = -std::f32::consts::PI + std::f32::consts::PI / 4.0 * num as f32; let joint = RevoluteJointBuilder::new(Vector::z_axis()) .local_anchor1(point![x_pos, 5.0, 0.0]) .local_anchor2(point![0.0, -0.5, 0.0]) .motor_velocity(1.5, 30.0) .motor_max_force(100.0) .limits([-std::f32::consts::PI, max_angle_limit]); impulse_joints.insert(ground_handle, handle, joint, true); target_angles.push(max_angle_limit); } testbed.add_callback(move |_, physics, _, state| { for ((_, joint), target) in physics.impulse_joints.iter().zip(target_angles.iter()) { let rb1 = &physics.bodies[joint.body1]; let rb2 = &physics.bodies[joint.body2]; let revolute = joint.data.as_revolute().unwrap(); println!( "[Step {}] rev angle: {} (target = {})", state.timestep_id, revolute.angle(rb1.rotation(), rb2.rotation()), target ); } }); /* * Set up the testbed. */ testbed.set_world_with_params( bodies, colliders, impulse_joints, multibody_joints, vector![0.0, 0.0, 0.0], (), ); testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]); }