use rapier3d::control::{DynamicRayCastVehicleController, WheelTuning}; 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 multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 5.0; let ground_height = 0.1; 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); /* * Vehicle we will control manually. */ let hw = 0.3; let hh = 0.15; let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 1.0, 0.0]); let vehicle_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(hw * 2.0, hh, hw).density(100.0); colliders.insert_with_parent(collider, vehicle_handle, &mut bodies); let mut tuning = WheelTuning::default(); tuning.suspension_stiffness = 100.0; tuning.suspension_damping = 10.0; let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle); let wheel_positions = [ point![hw * 1.5, -hh, hw], point![hw * 1.5, -hh, -hw], point![-hw * 1.5, -hh, hw], point![-hw * 1.5, -hh, -hw], ]; for pos in wheel_positions { vehicle.add_wheel(pos, -Vector::y(), Vector::z(), hh, hh / 4.0, &tuning); } /* * Create the cubes */ let num = 8; let rad = 0.1; let shift = rad * 2.0; let centerx = shift * (num / 2) as f32; let centery = rad; for j in 0usize..1 { for k in 0usize..4 { for i in 0..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery; let z = k as f32 * shift + centerx; let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, handle, &mut bodies); } } } /* * Create a slope we can climb. */ let slope_angle = 0.2; let slope_size = 2.0; let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size) .translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0]) .rotation(Vector::z() * slope_angle); colliders.insert(collider); /* * Create a slope we can’t climb. */ let impossible_slope_angle = 0.9; let impossible_slope_size = 2.0; let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size) .translation(vector![ ground_size + slope_size * 2.0 + impossible_slope_size - 0.9, -ground_height + 2.3, 0.0 ]) .rotation(Vector::z() * impossible_slope_angle); colliders.insert(collider); // /* // * Create a moving platform. // */ // let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]); // // .rotation(-0.3); // let platform_handle = bodies.insert(body); // let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0); // colliders.insert_with_parent(collider, platform_handle, &mut bodies); /* * More complex ground. */ let ground_size = Vector::new(10.0, 0.4, 10.0); let nsubdivs = 20; let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| { -(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() - (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos() }); let collider = ColliderBuilder::heightfield(heights, ground_size).translation(vector![-7.0, 0.0, 0.0]); colliders.insert(collider); // /* // * A tilting dynamic body with a limited joint. // */ // let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]); // let ground_handle = bodies.insert(ground); // let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]); // let handle = bodies.insert(body); // let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0); // colliders.insert_with_parent(collider, handle, &mut bodies); // let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]); // impulse_joints.insert(ground_handle, handle, joint, true); // /* // * Setup a callback to move the platform. // */ // testbed.add_callback(move |_, physics, _, run_state| { // let linvel = vector![ // (run_state.time * 2.0).sin() * 2.0, // (run_state.time * 5.0).sin() * 1.5, // 0.0 // ]; // // let angvel = run_state.time.sin() * 0.5; // // // Update the velocity-based kinematic body by setting its velocity. // if let Some(platform) = physics.bodies.get_mut(platform_handle) { // platform.set_linvel(linvel, true); // // NOTE: interaction with rotating platforms isn’t handled very well yet. // // platform.set_angvel(angvel, true); // } // }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.set_vehicle_controller(vehicle); testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin()); }