Allow using polylines as a collider shape.
This commit is contained in:
@@ -12,12 +12,14 @@ use std::cmp::Ordering;
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mod add_remove2;
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mod collision_groups2;
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mod convex_polygons2;
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mod damping2;
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mod debug_box_ball2;
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mod heightfield2;
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mod joints2;
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mod locked_rotations2;
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mod platform2;
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mod polyline2;
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mod pyramid2;
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mod restitution2;
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mod sensor2;
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@@ -58,11 +60,13 @@ pub fn main() {
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Add remove", add_remove2::init_world),
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("Collision groups", collision_groups2::init_world),
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("Convex polygons", convex_polygons2::init_world),
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("Damping", damping2::init_world),
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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("Locked rotations", locked_rotations2::init_world),
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("Platform", platform2::init_world),
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("Polyline", polyline2::init_world),
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("Pyramid", pyramid2::init_world),
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("Restitution", restitution2::init_world),
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("Sensor", sensor2::init_world),
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86
examples2d/convex_polygons2.rs
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86
examples2d/convex_polygons2.rs
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@@ -0,0 +1,86 @@
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use na::Point2;
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use rand::distributions::{Distribution, Standard};
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use rand::{rngs::StdRng, SeedableRng};
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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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 joints = JointSet::new();
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/*
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* Ground
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*/
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let ground_size = 30.0;
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let rigid_body = RigidBodyBuilder::new_static().build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, 1.2).build();
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colliders.insert(collider, handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::new_static()
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.rotation(std::f32::consts::FRAC_PI_2)
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.translation(ground_size, ground_size * 2.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size * 2.0, 1.2).build();
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colliders.insert(collider, handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::new_static()
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.rotation(std::f32::consts::FRAC_PI_2)
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.translation(-ground_size, ground_size * 2.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size * 2.0, 1.2).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Create the convex polygons
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*/
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let num = 14;
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let scale = 4.0;
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let border_rad = 0.0;
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let shift = border_rad * 2.0 + scale;
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let centerx = shift * (num as f32) / 2.0;
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let centery = shift / 2.0;
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let mut rng = StdRng::seed_from_u64(0);
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let distribution = Standard;
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for i in 0..num {
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for j in 0usize..num * 4 {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift * 2.0 + centery + 2.0;
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build();
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let handle = bodies.insert(rigid_body);
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let mut points = Vec::new();
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for _ in 0..10 {
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let pt: Point2<f32> = distribution.sample(&mut rng);
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points.push(pt * scale);
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}
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let collider = ColliderBuilder::convex_hull(&points).unwrap().build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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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, joints);
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testbed.look_at(Point2::new(0.0, 50.0), 10.0);
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Balls", init_world)]);
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testbed.run()
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}
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74
examples2d/polyline2.rs
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74
examples2d/polyline2.rs
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@@ -0,0 +1,74 @@
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use na::{ComplexField, Point2};
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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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 joints = JointSet::new();
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/*
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* Ground
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*/
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let ground_size = 50.0;
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let nsubdivs = 2000;
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let step_size = ground_size / (nsubdivs as f32);
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let mut points = Vec::new();
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points.push(Point2::new(-ground_size / 2.0, 40.0));
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for i in 1..nsubdivs - 1 {
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let x = -ground_size / 2.0 + i as f32 * step_size;
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let y = ComplexField::cos(i as f32 * step_size) * 2.0;
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points.push(Point2::new(x, y));
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}
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points.push(Point2::new(ground_size / 2.0, 40.0));
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let rigid_body = RigidBodyBuilder::new_static().build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::polyline(points, None).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 20;
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let rad = 0.5;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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for i in 0..num {
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for j in 0usize..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery + 3.0;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build();
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let handle = bodies.insert(rigid_body);
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if j % 2 == 0 {
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let collider = ColliderBuilder::cuboid(rad, rad).build();
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colliders.insert(collider, handle, &mut bodies);
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} else {
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let collider = ColliderBuilder::ball(rad).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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}
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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, joints);
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testbed.look_at(Point2::new(0.0, 0.0), 10.0);
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Heightfield", init_world)]);
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testbed.run()
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}
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@@ -13,6 +13,7 @@ use std::cmp::Ordering;
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mod collision_groups3;
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mod compound3;
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mod convex_decomposition3;
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mod convex_polyhedron3;
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mod damping3;
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mod debug_add_remove_collider3;
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mod debug_boxes3;
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@@ -76,6 +77,7 @@ pub fn main() {
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("Collision groups", collision_groups3::init_world),
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("Compound", compound3::init_world),
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("Convex decomposition", convex_decomposition3::init_world),
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("Convex polyhedron", convex_polyhedron3::init_world),
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("Damping", damping3::init_world),
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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78
examples3d/convex_polyhedron3.rs
Normal file
78
examples3d/convex_polyhedron3.rs
Normal file
@@ -0,0 +1,78 @@
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use na::Point3;
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use rand::distributions::{Distribution, Standard};
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use rand::{rngs::StdRng, SeedableRng};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::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 joints = JointSet::new();
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/*
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* Ground
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*/
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let ground_size = 40.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height, 0.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Create the polyhedra
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*/
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let num = 5;
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let scale = 2.0;
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let border_rad = 0.1;
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let shift = border_rad * 2.0 + scale;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let mut rng = StdRng::seed_from_u64(0);
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let distribution = Standard;
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for j in 0usize..25 {
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for i in 0..num {
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for k in 0usize..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery + 3.0;
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let z = k as f32 * shift - centerz;
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let mut points = Vec::new();
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for _ in 0..10 {
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let pt: Point3<f32> = distribution.sample(&mut rng);
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points.push(pt * scale);
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}
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::round_convex_hull(&points, border_rad)
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.unwrap()
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.build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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}
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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, joints);
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testbed.look_at(Point3::new(30.0, 30.0, 30.0), Point3::origin());
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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@@ -299,6 +299,11 @@ impl ColliderBuilder {
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Self::new(SharedShape::round_triangle(a, b, c, border_radius))
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}
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/// Initializes a collider builder with a polyline shape defined by its vertex and index buffers.
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pub fn polyline(vertices: Vec<Point<Real>>, indices: Option<Vec<[u32; 2]>>) -> Self {
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Self::new(SharedShape::polyline(vertices, indices))
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}
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/// Initializes a collider builder with a triangle mesh shape defined by its vertex and index buffers.
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pub fn trimesh(vertices: Vec<Point<Real>>, indices: Vec<[u32; 3]>) -> Self {
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Self::new(SharedShape::trimesh(vertices, indices))
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@@ -26,6 +26,7 @@ use crate::objects::cone::Cone;
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#[cfg(feature = "dim3")]
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use crate::objects::cylinder::Cylinder;
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use crate::objects::mesh::Mesh;
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use crate::objects::polyline::Polyline;
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use rand::{Rng, SeedableRng};
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use rand_pcg::Pcg32;
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use std::collections::HashMap;
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@@ -352,6 +353,15 @@ impl GraphicsManager {
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)))
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}
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if let Some(polyline) = shape.as_polyline() {
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out.push(Node::Polyline(Polyline::new(
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handle,
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polyline.vertices().to_vec(),
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polyline.indices().to_vec(),
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color,
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)))
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}
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if let Some(heightfield) = shape.as_heightfield() {
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out.push(Node::HeightField(HeightField::new(
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handle,
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@@ -7,6 +7,7 @@ pub mod cylinder;
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pub mod heightfield;
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pub mod mesh;
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pub mod node;
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pub mod polyline;
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//pub mod plane;
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//#[cfg(feature = "dim2")]
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//pub mod polyline;
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@@ -5,8 +5,7 @@ use crate::objects::convex::Convex;
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use crate::objects::heightfield::HeightField;
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use crate::objects::mesh::Mesh;
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//use crate::objects::plane::Plane;
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//#[cfg(feature = "dim2")]
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//use crate::objects::polyline::Polyline;
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use crate::objects::polyline::Polyline;
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use kiss3d::window::Window;
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use na::Point3;
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@@ -26,8 +25,7 @@ pub enum Node {
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Box(Box),
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HeightField(HeightField),
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Capsule(Capsule),
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// #[cfg(feature = "dim2")]
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// Polyline(Polyline),
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Polyline(Polyline),
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Mesh(Mesh),
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Convex(Convex),
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Cylinder(Cylinder),
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@@ -42,8 +40,7 @@ impl Node {
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Node::Box(ref mut n) => n.select(),
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Node::Capsule(ref mut n) => n.select(),
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Node::HeightField(ref mut n) => n.select(),
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// #[cfg(feature = "dim2")]
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// Node::Polyline(ref mut n) => n.select(),
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Node::Polyline(ref mut n) => n.select(),
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Node::Mesh(ref mut n) => n.select(),
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Node::Convex(ref mut n) => n.select(),
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Node::Cylinder(ref mut n) => n.select(),
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@@ -58,8 +55,7 @@ impl Node {
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Node::Box(ref mut n) => n.unselect(),
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Node::Capsule(ref mut n) => n.unselect(),
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Node::HeightField(ref mut n) => n.unselect(),
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// #[cfg(feature = "dim2")]
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// Node::Polyline(ref mut n) => n.unselect(),
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Node::Polyline(ref mut n) => n.unselect(),
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Node::Mesh(ref mut n) => n.unselect(),
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Node::Convex(ref mut n) => n.unselect(),
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Node::Cylinder(ref mut n) => n.unselect(),
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@@ -74,8 +70,7 @@ impl Node {
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Node::Box(ref mut n) => n.update(colliders),
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Node::Capsule(ref mut n) => n.update(colliders),
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Node::HeightField(ref mut n) => n.update(colliders),
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// #[cfg(feature = "dim2")]
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// Node::Polyline(ref mut n) => n.update(colliders),
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Node::Polyline(ref mut n) => n.update(colliders),
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Node::Mesh(ref mut n) => n.update(colliders),
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Node::Convex(ref mut n) => n.update(colliders),
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Node::Cylinder(ref mut n) => n.update(colliders),
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@@ -86,7 +81,7 @@ impl Node {
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#[cfg(feature = "dim2")]
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pub fn draw(&mut self, window: &mut Window) {
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match *self {
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// Node::Polyline(ref mut n) => n.draw(_window),
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Node::Polyline(ref mut n) => n.draw(window),
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Node::HeightField(ref mut n) => n.draw(window),
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// Node::Plane(ref mut n) => n.draw(_window),
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_ => {}
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@@ -139,8 +134,7 @@ impl Node {
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Node::Box(ref n) => n.object(),
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Node::Capsule(ref n) => n.object(),
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Node::HeightField(ref n) => n.object(),
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// #[cfg(feature = "dim2")]
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// Node::Polyline(ref n) => n.object(),
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Node::Polyline(ref n) => n.object(),
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Node::Mesh(ref n) => n.object(),
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Node::Convex(ref n) => n.object(),
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Node::Cylinder(ref n) => n.object(),
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@@ -155,8 +149,7 @@ impl Node {
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Node::Box(ref mut n) => n.set_color(color),
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Node::Capsule(ref mut n) => n.set_color(color),
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Node::HeightField(ref mut n) => n.set_color(color),
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// #[cfg(feature = "dim2")]
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// Node::Polyline(ref mut n) => n.set_color(color),
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Node::Polyline(ref mut n) => n.set_color(color),
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Node::Mesh(ref mut n) => n.set_color(color),
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Node::Convex(ref mut n) => n.set_color(color),
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Node::Cylinder(ref mut n) => n.set_color(color),
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@@ -1,38 +1,32 @@
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use kiss3d::window::Window;
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use na::{Isometry2, Point2, Point3};
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use nphysics2d::object::{ColliderAnchor, DefaultColliderHandle, DefaultColliderSet};
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use parry2d::shape;
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use na::Point3;
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use rapier::geometry::{ColliderHandle, ColliderSet};
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use rapier::math::{Isometry, Point};
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pub struct Polyline {
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color: Point3<f32>,
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base_color: Point3<f32>,
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vertices: Vec<Point2<f32>>,
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indices: Vec<Point2<usize>>,
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collider: DefaultColliderHandle,
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pos: Isometry2<f32>,
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vertices: Vec<Point<f32>>,
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indices: Vec<[u32; 2]>,
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collider: ColliderHandle,
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pos: Isometry<f32>,
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}
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impl Polyline {
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pub fn new(
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collider: DefaultColliderHandle,
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colliders: &DefaultColliderSet<f32>,
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_: Isometry2<f32>,
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||||
vertices: Vec<Point2<f32>>,
|
||||
indices: Vec<Point2<usize>>,
|
||||
collider: ColliderHandle,
|
||||
vertices: Vec<Point<f32>>,
|
||||
indices: Vec<[u32; 2]>,
|
||||
color: Point3<f32>,
|
||||
_: &mut Window,
|
||||
) -> Polyline {
|
||||
let mut res = Polyline {
|
||||
Polyline {
|
||||
color,
|
||||
pos: Isometry2::identity(),
|
||||
pos: Isometry::identity(),
|
||||
base_color: color,
|
||||
vertices,
|
||||
indices,
|
||||
collider,
|
||||
};
|
||||
|
||||
res.update(colliders);
|
||||
res
|
||||
}
|
||||
}
|
||||
|
||||
pub fn select(&mut self) {
|
||||
@@ -48,32 +42,26 @@ impl Polyline {
|
||||
self.base_color = color;
|
||||
}
|
||||
|
||||
pub fn update(&mut self, colliders: &DefaultColliderSet<f32>) {
|
||||
// Update if some deformation occurred.
|
||||
// FIXME: don't update if it did not move.
|
||||
if let Some(c) = colliders.get(self.collider) {
|
||||
self.pos = *c.position();
|
||||
if let ColliderAnchor::OnDeformableBody { .. } = c.anchor() {
|
||||
let shape = c.shape().as_shape::<shape::Polyline<f32>>().unwrap();
|
||||
self.vertices = shape.points().to_vec();
|
||||
self.indices.clear();
|
||||
|
||||
for e in shape.edges() {
|
||||
self.indices.push(e.indices);
|
||||
}
|
||||
}
|
||||
}
|
||||
pub fn update(&mut self, colliders: &ColliderSet) {
|
||||
self.pos = colliders
|
||||
.get(self.collider)
|
||||
.map(|c| *c.position())
|
||||
.unwrap_or(Isometry::identity());
|
||||
}
|
||||
|
||||
pub fn object(&self) -> DefaultColliderHandle {
|
||||
pub fn object(&self) -> ColliderHandle {
|
||||
self.collider
|
||||
}
|
||||
|
||||
pub fn draw(&mut self, window: &mut Window) {
|
||||
for idx in &self.indices {
|
||||
let p1 = self.pos * self.vertices[idx.x];
|
||||
let p2 = self.pos * self.vertices[idx.y];
|
||||
window.draw_planar_line(&p1, &p2, &self.color)
|
||||
let p1 = self.pos * self.vertices[idx[0] as usize];
|
||||
let p2 = self.pos * self.vertices[idx[1] as usize];
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
window.draw_planar_line(&p1, &p2, &self.color);
|
||||
#[cfg(feature = "dim3")]
|
||||
window.draw_line(&p1, &p2, &self.color);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user