use na::{Isometry3, Point3, Unit, Vector3}; use rapier3d::dynamics::{ BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder, RigidBodySet, }; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; fn create_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point3, num: usize, ) { let rad = 0.4; let shift = 1.0; let ground = RigidBodyBuilder::new_static() .translation(origin.x, origin.y, origin.z) .build(); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(collider, curr_parent, bodies); for i in 0..num { let z = origin.z + (i + 1) as f32 * shift; let rigid_body = RigidBodyBuilder::new_dynamic() .translation(origin.x, origin.y, z) .build(); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(collider, curr_child, bodies); let axis = if i % 2 == 0 { Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0)) } else { Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0)) }; let z = Vector3::z(); let mut prism = PrismaticJoint::new( Point3::origin(), axis, z, Point3::new(0.0, 0.0, -shift), axis, z, ); prism.limits_enabled = true; prism.limits[0] = -2.0; prism.limits[1] = 2.0; joints.insert(bodies, curr_parent, curr_child, prism); curr_parent = curr_child; } } fn create_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point3, num: usize, ) { let rad = 0.4; let shift = 2.0; let ground = RigidBodyBuilder::new_static() .translation(origin.x, origin.y, 0.0) .build(); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(collider, curr_parent, bodies); for i in 0..num { // Create four bodies. let z = origin.z + i as f32 * shift * 2.0 + shift; let positions = [ Isometry3::translation(origin.x, origin.y, z), Isometry3::translation(origin.x + shift, origin.y, z), Isometry3::translation(origin.x + shift, origin.y, z + shift), Isometry3::translation(origin.x, origin.y, z + shift), ]; let mut handles = [curr_parent; 4]; for k in 0..4 { let rigid_body = RigidBodyBuilder::new_dynamic() .position(positions[k]) .build(); handles[k] = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(collider, handles[k], bodies); } // Setup four joints. let o = Point3::origin(); let x = Vector3::x_axis(); let z = Vector3::z_axis(); let revs = [ RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x), RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x), ]; joints.insert(bodies, curr_parent, handles[0], revs[0]); joints.insert(bodies, handles[0], handles[1], revs[1]); joints.insert(bodies, handles[1], handles[2], revs[2]); joints.insert(bodies, handles[2], handles[3], revs[3]); curr_parent = handles[3]; } } fn create_fixed_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point3, num: usize, ) { let rad = 0.4; let shift = 1.0; let mut body_handles = Vec::new(); for k in 0..num { for i in 0..num { let fk = k as f32; let fi = i as f32; // NOTE: the num - 2 test is to avoid two consecutive // fixed bodies. Because physx will crash if we add // a joint between these. let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) { BodyStatus::Static } else { BodyStatus::Dynamic }; let rigid_body = RigidBodyBuilder::new(status) .translation(origin.x + fk * shift, origin.y, origin.z + fi * shift) .build(); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).build(); colliders.insert(collider, child_handle, bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = FixedJoint::new( Isometry3::identity(), Isometry3::translation(0.0, 0.0, -shift), ); joints.insert(bodies, parent_handle, child_handle, joint); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; let parent_handle = body_handles[parent_index]; let joint = FixedJoint::new( Isometry3::identity(), Isometry3::translation(-shift, 0.0, 0.0), ); joints.insert(bodies, parent_handle, child_handle, joint); } body_handles.push(child_handle); } } } fn create_ball_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, num: usize, ) { let rad = 0.4; let shift = 1.0; let mut body_handles = Vec::new(); for k in 0..num { for i in 0..num { let fk = k as f32; let fi = i as f32; let status = if i == 0 && (k % 4 == 0 || k == num - 1) { BodyStatus::Static } else { BodyStatus::Dynamic }; let rigid_body = RigidBodyBuilder::new(status) .translation(fk * shift, 0.0, fi * shift * 2.0) .build(); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_z(rad * 1.25, rad).build(); colliders.insert(collider, child_handle, bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift * 2.0)); joints.insert(bodies, parent_handle, child_handle, joint); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; let parent_handle = body_handles[parent_index]; let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0)); joints.insert(bodies, parent_handle, child_handle, joint); } body_handles.push(child_handle); } } } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut joints = JointSet::new(); create_prismatic_joints( &mut bodies, &mut colliders, &mut joints, Point3::new(20.0, 10.0, 0.0), 5, ); create_revolute_joints( &mut bodies, &mut colliders, &mut joints, Point3::new(20.0, 0.0, 0.0), 3, ); create_fixed_joints( &mut bodies, &mut colliders, &mut joints, Point3::new(0.0, 10.0, 0.0), 5, ); create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point3::new(15.0, 5.0, 42.0), Point3::new(13.0, 1.0, 1.0)); } fn main() { let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); testbed.run() }