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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]);
}
|