use rapier3d::prelude::*; use rapier_testbed3d::Testbed; struct OneWayPlatformHook { platform1: ColliderHandle, platform2: ColliderHandle, } impl PhysicsHooks for OneWayPlatformHook { fn modify_solver_contacts( &self, context: &mut ContactModificationContext, ) { // The allowed normal for the first platform is its local +y axis, and the // allowed normal for the second platform is its local -y axis. // // Now we have to be careful because the `manifold.local_n1` normal points // toward the outside of the shape of `context.co1`. So we need to flip the // allowed normal direction if the platform is in `context.collider2`. // // Therefore: // - If context.collider1 == self.platform1 then the allowed normal is +y. // - If context.collider2 == self.platform1 then the allowed normal is -y. // - If context.collider1 == self.platform2 then its allowed normal +y needs to be flipped to -y. // - If context.collider2 == self.platform2 then the allowed normal -y needs to be flipped to +y. let mut allowed_local_n1 = Vector::zeros(); if context.collider1 == self.platform1 { allowed_local_n1 = Vector::y(); } else if context.collider2 == self.platform1 { // Flip the allowed direction. allowed_local_n1 = -Vector::y(); } if context.collider1 == self.platform2 { allowed_local_n1 = -Vector::y(); } else if context.collider2 == self.platform2 { // Flip the allowed direction. allowed_local_n1 = Vector::y(); } // Call the helper function that simulates one-way platforms. context.update_as_oneway_platform(&allowed_local_n1, 0.1); // Set the surface velocity of the accepted contacts. let tangent_velocity = if context.collider1 == self.platform1 || context.collider2 == self.platform2 { -12.0 } else { 12.0 }; for contact in context.solver_contacts.iter_mut() { contact.tangent_velocity.z = tangent_velocity; } } } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let rigid_body = RigidBodyBuilder::new_static().build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0) .translation(vector![0.0, 2.0, 30.0]) .active_hooks(ActiveHooks::MODIFY_SOLVER_CONTACTS) .build(); let platform1 = colliders.insert_with_parent(collider, handle, &mut bodies); let collider = ColliderBuilder::cuboid(9.0, 0.5, 25.0) .translation(vector![0.0, -2.0, -30.0]) .active_hooks(ActiveHooks::MODIFY_SOLVER_CONTACTS) .build(); let platform2 = colliders.insert_with_parent(collider, handle, &mut bodies); /* * Setup the one-way platform hook. */ let physics_hooks = OneWayPlatformHook { platform1, platform2, }; /* * Spawn cubes at regular intervals and apply a custom gravity * depending on their position. */ testbed.add_callback(move |graphics, physics, _, run_state| { if run_state.timestep_id % 50 == 0 && physics.bodies.len() <= 7 { // Spawn a new cube. let collider = ColliderBuilder::cuboid(1.0, 2.0, 1.5).build(); let body = RigidBodyBuilder::new_dynamic() .translation(vector![0.0, 6.0, 20.0]) .build(); let handle = physics.bodies.insert(body); physics .colliders .insert_with_parent(collider, handle, &mut physics.bodies); if let Some(graphics) = graphics { graphics.add_body(handle, &physics.bodies, &physics.colliders); } } for handle in physics.islands.active_dynamic_bodies() { let body = physics.bodies.get_mut(*handle).unwrap(); if body.position().translation.y > 1.0 { body.set_gravity_scale(1.0, false); } else if body.position().translation.y < -1.0 { body.set_gravity_scale(-1.0, false); } } }); /* * Set up the testbed. */ testbed.set_world_with_params( bodies, colliders, impulse_joints, multibody_joints, vector![0.0, -9.81, 0.0], physics_hooks, ); testbed.look_at(point![-100.0, 0.0, 0.0], Point::origin()); }