Add collision groups demos.
This commit is contained in:
@@ -11,6 +11,7 @@ use rapier_testbed2d::Testbed;
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use std::cmp::Ordering;
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mod add_remove2;
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mod collision_groups2;
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mod debug_box_ball2;
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mod heightfield2;
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mod joints2;
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@@ -52,6 +53,7 @@ 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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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("Platform", platform2::init_world),
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98
examples2d/collision_groups2.rs
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98
examples2d/collision_groups2.rs
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@@ -0,0 +1,98 @@
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use na::{Point2, Point3};
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet, InteractionGroups};
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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 = 5.0;
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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)
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.build();
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height).build();
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colliders.insert(collider, floor_handle, &mut bodies);
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/*
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* Setup groups
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*/
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const GREEN_GROUP: InteractionGroups = InteractionGroups::new(0b01, 0b01);
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const BLUE_GROUP: InteractionGroups = InteractionGroups::new(0b10, 0b10);
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/*
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* A green floor that will collide with the GREEN group only.
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*/
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let green_floor = ColliderBuilder::cuboid(1.0, 0.1)
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.translation(0.0, 1.0)
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.collision_groups(GREEN_GROUP)
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.build();
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let green_collider_handle = colliders.insert(green_floor, floor_handle, &mut bodies);
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testbed.set_collider_initial_color(green_collider_handle, Point3::new(0.0, 1.0, 0.0));
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/*
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* A blue floor that will collide with the BLUE group only.
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*/
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let blue_floor = ColliderBuilder::cuboid(1.0, 0.1)
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.translation(0.0, 2.0)
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.collision_groups(BLUE_GROUP)
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.build();
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let blue_collider_handle = colliders.insert(blue_floor, floor_handle, &mut bodies);
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testbed.set_collider_initial_color(blue_collider_handle, Point3::new(0.0, 0.0, 1.0));
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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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 = 2.5;
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for j in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery;
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// Alternate between the green and blue groups.
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let (group, color) = if i % 2 == 0 {
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(GREEN_GROUP, Point3::new(0.0, 1.0, 0.0))
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} else {
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(BLUE_GROUP, Point3::new(0.0, 0.0, 1.0))
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};
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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 collider = ColliderBuilder::cuboid(rad, rad)
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.collision_groups(group)
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.build();
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colliders.insert(collider, handle, &mut bodies);
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testbed.set_body_color(handle, color);
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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, 1.0), 100.0);
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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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@@ -11,6 +11,7 @@ use rapier_testbed3d::Testbed;
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use std::cmp::Ordering;
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mod add_remove3;
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mod collision_groups3;
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mod compound3;
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mod debug_boxes3;
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mod debug_cylinder3;
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@@ -65,6 +66,7 @@ pub fn main() {
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Add remove", add_remove3::init_world),
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("Primitives", primitives3::init_world),
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("Collision groups", collision_groups3::init_world),
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("Compound", compound3::init_world),
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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102
examples3d/collision_groups3.rs
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102
examples3d/collision_groups3.rs
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@@ -0,0 +1,102 @@
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, InteractionGroups};
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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 = 5.0;
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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 floor_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, floor_handle, &mut bodies);
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/*
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* Setup groups
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*/
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const GREEN_GROUP: InteractionGroups = InteractionGroups::new(0b01, 0b01);
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const BLUE_GROUP: InteractionGroups = InteractionGroups::new(0b10, 0b10);
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/*
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* A green floor that will collide with the GREEN group only.
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*/
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let green_floor = ColliderBuilder::cuboid(1.0, 0.1, 1.0)
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.translation(0.0, 1.0, 0.0)
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.collision_groups(GREEN_GROUP)
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.build();
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let green_collider_handle = colliders.insert(green_floor, floor_handle, &mut bodies);
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testbed.set_collider_initial_color(green_collider_handle, Point3::new(0.0, 1.0, 0.0));
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/*
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* A blue floor that will collide with the BLUE group only.
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*/
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let blue_floor = ColliderBuilder::cuboid(1.0, 0.1, 1.0)
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.translation(0.0, 2.0, 0.0)
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.collision_groups(BLUE_GROUP)
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.build();
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let blue_collider_handle = colliders.insert(blue_floor, floor_handle, &mut bodies);
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testbed.set_collider_initial_color(blue_collider_handle, Point3::new(0.0, 0.0, 1.0));
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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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 = 2.5;
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let centerz = shift * (num / 2) as f32;
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for j in 0usize..4 {
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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;
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let z = k as f32 * shift - centerz;
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// Alternate between the green and blue groups.
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let (group, color) = if k % 2 == 0 {
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(GREEN_GROUP, Point3::new(0.0, 1.0, 0.0))
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} else {
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(BLUE_GROUP, Point3::new(0.0, 0.0, 1.0))
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};
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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::cuboid(rad, rad, rad)
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.collision_groups(group)
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.build();
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colliders.insert(collider, handle, &mut bodies);
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testbed.set_body_color(handle, color);
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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(10.0, 10.0, 10.0), 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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@@ -63,6 +63,7 @@ pub struct GraphicsManager {
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#[cfg(feature = "fluids")]
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boundary2sn: HashMap<BoundaryHandle, FluidNode>,
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b2color: HashMap<RigidBodyHandle, Point3<f32>>,
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c2color: HashMap<ColliderHandle, Point3<f32>>,
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b2wireframe: HashMap<RigidBodyHandle, bool>,
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#[cfg(feature = "fluids")]
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f2color: HashMap<FluidHandle, Point3<f32>>,
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@@ -100,6 +101,7 @@ impl GraphicsManager {
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#[cfg(feature = "fluids")]
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boundary2sn: HashMap::new(),
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b2color: HashMap::new(),
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c2color: HashMap::new(),
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#[cfg(feature = "fluids")]
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f2color: HashMap::new(),
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ground_color: Point3::new(0.5, 0.5, 0.5),
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@@ -186,6 +188,10 @@ impl GraphicsManager {
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}
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}
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pub fn set_collider_initial_color(&mut self, c: ColliderHandle, color: Point3<f32>) {
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self.c2color.insert(c, color);
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}
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pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool) {
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self.b2wireframe.insert(b, enabled);
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@@ -324,6 +330,7 @@ impl GraphicsManager {
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let mut new_nodes = Vec::new();
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for collider_handle in bodies[handle].colliders() {
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let color = self.c2color.get(collider_handle).copied().unwrap_or(color);
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let collider = &colliders[*collider_handle];
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self.add_collider(window, *collider_handle, collider, color, &mut new_nodes);
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}
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@@ -23,7 +23,9 @@ use rapier::dynamics::{
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};
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#[cfg(feature = "dim3")]
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use rapier::geometry::Ray;
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use rapier::geometry::{BroadPhase, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent};
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use rapier::geometry::{
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BroadPhase, ColliderHandle, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent,
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};
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use rapier::math::Vector;
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use rapier::pipeline::{ChannelEventCollector, PhysicsPipeline, QueryPipeline};
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#[cfg(feature = "fluids")]
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@@ -497,6 +499,10 @@ impl Testbed {
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self.graphics.set_body_color(body, color);
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}
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pub fn set_collider_initial_color(&mut self, collider: ColliderHandle, color: Point3<f32>) {
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self.graphics.set_collider_initial_color(collider, color);
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}
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#[cfg(feature = "fluids")]
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pub fn set_fluid_color(&mut self, fluid: FluidHandle, color: Point3<f32>) {
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self.graphics.set_fluid_color(fluid, color);
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