Adding a Rope Joint
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@@ -26,6 +26,7 @@ mod pyramid2;
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mod restitution2;
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mod sensor2;
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mod trimesh2;
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mod rope_joints2;
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fn demo_name_from_command_line() -> Option<String> {
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let mut args = std::env::args();
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@@ -69,6 +70,7 @@ pub fn main() {
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("Drum", drum2::init_world),
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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("DistanceJoints", rope_joints2::init_world),
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("Locked rotations", locked_rotations2::init_world),
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("One-way platforms", one_way_platforms2::init_world),
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("Platform", platform2::init_world),
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62
examples2d/rope_joints2.rs
Normal file
62
examples2d/rope_joints2.rs
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@@ -0,0 +1,62 @@
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use rapier2d::prelude::*;
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use rapier_testbed2d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 0.75;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![-ground_size - ground_height, ground_size]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_height, ground_size);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![ground_size + ground_height, ground_size]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_height, ground_size);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Character we will control manually.
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*/
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let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.3]);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.15, 0.3);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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/*
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* Tethered Ball
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*/
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let rad = 0.04;
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let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0]);
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::ball(rad);
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colliders.insert_with_parent(collider, child_handle, &mut bodies);
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let joint = RopeJointBuilder::new().local_anchor2(point![0.0, 0.0]).limits([2.0, 2.0]);
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impulse_joints.insert(character_handle, child_handle, joint, true);
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.set_character_body(character_handle);
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testbed.look_at(point![0.0, 1.0], 100.0);
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}
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