Fix the last few bugs and unbounded memory usage.
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
use na::Point3;
|
||||
use na::{Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet, HalfSpace, SharedShape};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
@@ -14,30 +14,27 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 100.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static().build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size)
|
||||
.friction(1.5)
|
||||
.build();
|
||||
let halfspace = SharedShape::new(HalfSpace::new(Vector3::y_axis()));
|
||||
let collider = ColliderBuilder::new(halfspace).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
let mut curr_y = 0.0;
|
||||
let mut curr_width = 1_000.0;
|
||||
let mut curr_width = 10_000.0;
|
||||
|
||||
for _ in 0..6 {
|
||||
curr_y += curr_width;
|
||||
for _ in 0..12 {
|
||||
let curr_height = 0.1f32.min(curr_width);
|
||||
curr_y += curr_height * 4.0;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, curr_y, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(curr_width, curr_width, curr_width).build();
|
||||
let collider = ColliderBuilder::cuboid(curr_width, curr_height, curr_width).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
curr_width /= 10.0;
|
||||
curr_width /= 5.0;
|
||||
}
|
||||
|
||||
/*
|
||||
|
||||
@@ -1,3 +1,4 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
@@ -17,7 +18,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let ground_height = 2.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.translation(0.0, 4.0, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
@@ -26,7 +27,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let rad = 1.0;
|
||||
// Build the dynamic box rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 3.0 * rad, 0.0)
|
||||
.translation(0.0, 7.0 * rad, 0.0)
|
||||
.can_sleep(false)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
@@ -34,7 +35,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 5.0 * rad, 0.0)
|
||||
.translation(0.0, 2.0 * rad, 0.0)
|
||||
.can_sleep(false)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
@@ -44,6 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.look_at(Point3::new(100.0, -10.0, 100.0), Point3::origin());
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
}
|
||||
|
||||
|
||||
@@ -15,7 +15,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 100.1;
|
||||
let ground_height = 2.1;
|
||||
let ground_height = 2.1; // 16.0;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
@@ -64,10 +64,6 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
physics
|
||||
.bodies
|
||||
.remove(*handle, &mut physics.colliders, &mut physics.joints);
|
||||
physics.broad_phase.maintain(&mut physics.colliders);
|
||||
physics
|
||||
.narrow_phase
|
||||
.maintain(&mut physics.colliders, &mut physics.bodies);
|
||||
|
||||
if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
|
||||
graphics.remove_body_nodes(window, *handle);
|
||||
@@ -80,10 +76,10 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed
|
||||
.physics_state_mut()
|
||||
.integration_parameters
|
||||
.velocity_based_erp = 0.2;
|
||||
// testbed
|
||||
// .physics_state_mut()
|
||||
// .integration_parameters
|
||||
// .velocity_based_erp = 0.2;
|
||||
testbed.look_at(Point3::new(-30.0, 4.0, -30.0), Point3::new(0.0, 1.0, 0.0));
|
||||
}
|
||||
|
||||
|
||||
@@ -11,6 +11,19 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let mut colliders = ColliderSet::new();
|
||||
let joints = JointSet::new();
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 100.1;
|
||||
let ground_height = 2.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* Create the cubes
|
||||
*/
|
||||
@@ -26,11 +39,11 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
|
||||
let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
|
||||
|
||||
for j in 0usize..1 {
|
||||
for i in 0..1 {
|
||||
for k in 0usize..1 {
|
||||
for j in 0usize..20 {
|
||||
for i in 0..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shiftx - centerx + offset;
|
||||
let y = j as f32 * shifty + centery - rad;
|
||||
let y = j as f32 * shifty + centery + 3.0;
|
||||
let z = k as f32 * shiftz - centerz + offset;
|
||||
|
||||
// Build the rigid body.
|
||||
@@ -54,37 +67,10 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
offset -= 0.05 * rad * (num as f32 - 1.0);
|
||||
}
|
||||
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
testbed.add_callback(
|
||||
move |mut window, mut graphics, physics, events, run_state| {
|
||||
if run_state.timestep_id == 10 {
|
||||
let ground_size = 100.1;
|
||||
let ground_height = 2.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new_static()
|
||||
.translation(0.0, -ground_height, 0.0)
|
||||
.build();
|
||||
let handle = physics.bodies.insert(rigid_body);
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
|
||||
physics
|
||||
.colliders
|
||||
.insert(collider, handle, &mut physics.bodies);
|
||||
|
||||
if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
|
||||
graphics.add(window, handle, &physics.bodies, &physics.colliders);
|
||||
}
|
||||
}
|
||||
},
|
||||
);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.physics_state_mut().gravity.fill(0.0);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
|
||||
Reference in New Issue
Block a user