Add collision groups demos.

This commit is contained in:
Crozet Sébastien
2020-10-27 14:23:41 +01:00
parent cb6a7ff946
commit 380c204151
6 changed files with 218 additions and 1 deletions

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@@ -11,6 +11,7 @@ use rapier_testbed2d::Testbed;
use std::cmp::Ordering; use std::cmp::Ordering;
mod add_remove2; mod add_remove2;
mod collision_groups2;
mod debug_box_ball2; mod debug_box_ball2;
mod heightfield2; mod heightfield2;
mod joints2; mod joints2;
@@ -52,6 +53,7 @@ pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![ let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Add remove", add_remove2::init_world), ("Add remove", add_remove2::init_world),
("Collision groups", collision_groups2::init_world),
("Heightfield", heightfield2::init_world), ("Heightfield", heightfield2::init_world),
("Joints", joints2::init_world), ("Joints", joints2::init_world),
("Platform", platform2::init_world), ("Platform", platform2::init_world),

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@@ -0,0 +1,98 @@
use na::{Point2, Point3};
use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::geometry::{ColliderBuilder, ColliderSet, InteractionGroups};
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
/*
* Ground
*/
let ground_size = 5.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::new_static()
.translation(0.0, -ground_height)
.build();
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height).build();
colliders.insert(collider, floor_handle, &mut bodies);
/*
* Setup groups
*/
const GREEN_GROUP: InteractionGroups = InteractionGroups::new(0b01, 0b01);
const BLUE_GROUP: InteractionGroups = InteractionGroups::new(0b10, 0b10);
/*
* A green floor that will collide with the GREEN group only.
*/
let green_floor = ColliderBuilder::cuboid(1.0, 0.1)
.translation(0.0, 1.0)
.collision_groups(GREEN_GROUP)
.build();
let green_collider_handle = colliders.insert(green_floor, floor_handle, &mut bodies);
testbed.set_collider_initial_color(green_collider_handle, Point3::new(0.0, 1.0, 0.0));
/*
* A blue floor that will collide with the BLUE group only.
*/
let blue_floor = ColliderBuilder::cuboid(1.0, 0.1)
.translation(0.0, 2.0)
.collision_groups(BLUE_GROUP)
.build();
let blue_collider_handle = colliders.insert(blue_floor, floor_handle, &mut bodies);
testbed.set_collider_initial_color(blue_collider_handle, Point3::new(0.0, 0.0, 1.0));
/*
* Create the cubes
*/
let num = 8;
let rad = 0.1;
let shift = rad * 2.0;
let centerx = shift * (num / 2) as f32;
let centery = 2.5;
for j in 0usize..4 {
for i in 0..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery;
// Alternate between the green and blue groups.
let (group, color) = if i % 2 == 0 {
(GREEN_GROUP, Point3::new(0.0, 1.0, 0.0))
} else {
(BLUE_GROUP, Point3::new(0.0, 0.0, 1.0))
};
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad)
.collision_groups(group)
.build();
colliders.insert(collider, handle, &mut bodies);
testbed.set_body_color(handle, color);
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, joints);
testbed.look_at(Point2::new(0.0, 1.0), 100.0);
}
fn main() {
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
testbed.run()
}

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@@ -11,6 +11,7 @@ use rapier_testbed3d::Testbed;
use std::cmp::Ordering; use std::cmp::Ordering;
mod add_remove3; mod add_remove3;
mod collision_groups3;
mod compound3; mod compound3;
mod debug_boxes3; mod debug_boxes3;
mod debug_cylinder3; mod debug_cylinder3;
@@ -65,6 +66,7 @@ pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![ let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Add remove", add_remove3::init_world), ("Add remove", add_remove3::init_world),
("Primitives", primitives3::init_world), ("Primitives", primitives3::init_world),
("Collision groups", collision_groups3::init_world),
("Compound", compound3::init_world), ("Compound", compound3::init_world),
("Domino", domino3::init_world), ("Domino", domino3::init_world),
("Heightfield", heightfield3::init_world), ("Heightfield", heightfield3::init_world),

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@@ -0,0 +1,102 @@
use na::Point3;
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier3d::geometry::{ColliderBuilder, ColliderSet, InteractionGroups};
use rapier_testbed3d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
/*
* Ground
*/
let ground_size = 5.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::new_static()
.translation(0.0, -ground_height, 0.0)
.build();
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
colliders.insert(collider, floor_handle, &mut bodies);
/*
* Setup groups
*/
const GREEN_GROUP: InteractionGroups = InteractionGroups::new(0b01, 0b01);
const BLUE_GROUP: InteractionGroups = InteractionGroups::new(0b10, 0b10);
/*
* A green floor that will collide with the GREEN group only.
*/
let green_floor = ColliderBuilder::cuboid(1.0, 0.1, 1.0)
.translation(0.0, 1.0, 0.0)
.collision_groups(GREEN_GROUP)
.build();
let green_collider_handle = colliders.insert(green_floor, floor_handle, &mut bodies);
testbed.set_collider_initial_color(green_collider_handle, Point3::new(0.0, 1.0, 0.0));
/*
* A blue floor that will collide with the BLUE group only.
*/
let blue_floor = ColliderBuilder::cuboid(1.0, 0.1, 1.0)
.translation(0.0, 2.0, 0.0)
.collision_groups(BLUE_GROUP)
.build();
let blue_collider_handle = colliders.insert(blue_floor, floor_handle, &mut bodies);
testbed.set_collider_initial_color(blue_collider_handle, Point3::new(0.0, 0.0, 1.0));
/*
* Create the cubes
*/
let num = 8;
let rad = 0.1;
let shift = rad * 2.0;
let centerx = shift * (num / 2) as f32;
let centery = 2.5;
let centerz = shift * (num / 2) as f32;
for j in 0usize..4 {
for i in 0..num {
for k in 0usize..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery;
let z = k as f32 * shift - centerz;
// Alternate between the green and blue groups.
let (group, color) = if k % 2 == 0 {
(GREEN_GROUP, Point3::new(0.0, 1.0, 0.0))
} else {
(BLUE_GROUP, Point3::new(0.0, 0.0, 1.0))
};
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad)
.collision_groups(group)
.build();
colliders.insert(collider, handle, &mut bodies);
testbed.set_body_color(handle, color);
}
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, joints);
testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin());
}
fn main() {
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
testbed.run()
}

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@@ -63,6 +63,7 @@ pub struct GraphicsManager {
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
boundary2sn: HashMap<BoundaryHandle, FluidNode>, boundary2sn: HashMap<BoundaryHandle, FluidNode>,
b2color: HashMap<RigidBodyHandle, Point3<f32>>, b2color: HashMap<RigidBodyHandle, Point3<f32>>,
c2color: HashMap<ColliderHandle, Point3<f32>>,
b2wireframe: HashMap<RigidBodyHandle, bool>, b2wireframe: HashMap<RigidBodyHandle, bool>,
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
f2color: HashMap<FluidHandle, Point3<f32>>, f2color: HashMap<FluidHandle, Point3<f32>>,
@@ -100,6 +101,7 @@ impl GraphicsManager {
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
boundary2sn: HashMap::new(), boundary2sn: HashMap::new(),
b2color: HashMap::new(), b2color: HashMap::new(),
c2color: HashMap::new(),
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
f2color: HashMap::new(), f2color: HashMap::new(),
ground_color: Point3::new(0.5, 0.5, 0.5), ground_color: Point3::new(0.5, 0.5, 0.5),
@@ -186,6 +188,10 @@ impl GraphicsManager {
} }
} }
pub fn set_collider_initial_color(&mut self, c: ColliderHandle, color: Point3<f32>) {
self.c2color.insert(c, color);
}
pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool) { pub fn set_body_wireframe(&mut self, b: RigidBodyHandle, enabled: bool) {
self.b2wireframe.insert(b, enabled); self.b2wireframe.insert(b, enabled);
@@ -324,6 +330,7 @@ impl GraphicsManager {
let mut new_nodes = Vec::new(); let mut new_nodes = Vec::new();
for collider_handle in bodies[handle].colliders() { for collider_handle in bodies[handle].colliders() {
let color = self.c2color.get(collider_handle).copied().unwrap_or(color);
let collider = &colliders[*collider_handle]; let collider = &colliders[*collider_handle];
self.add_collider(window, *collider_handle, collider, color, &mut new_nodes); self.add_collider(window, *collider_handle, collider, color, &mut new_nodes);
} }

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@@ -23,7 +23,9 @@ use rapier::dynamics::{
}; };
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
use rapier::geometry::Ray; use rapier::geometry::Ray;
use rapier::geometry::{BroadPhase, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent}; use rapier::geometry::{
BroadPhase, ColliderHandle, ColliderSet, ContactEvent, NarrowPhase, ProximityEvent,
};
use rapier::math::Vector; use rapier::math::Vector;
use rapier::pipeline::{ChannelEventCollector, PhysicsPipeline, QueryPipeline}; use rapier::pipeline::{ChannelEventCollector, PhysicsPipeline, QueryPipeline};
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
@@ -497,6 +499,10 @@ impl Testbed {
self.graphics.set_body_color(body, color); self.graphics.set_body_color(body, color);
} }
pub fn set_collider_initial_color(&mut self, collider: ColliderHandle, color: Point3<f32>) {
self.graphics.set_collider_initial_color(collider, color);
}
#[cfg(feature = "fluids")] #[cfg(feature = "fluids")]
pub fn set_fluid_color(&mut self, fluid: FluidHandle, color: Point3<f32>) { pub fn set_fluid_color(&mut self, fluid: FluidHandle, color: Point3<f32>) {
self.graphics.set_fluid_color(fluid, color); self.graphics.set_fluid_color(fluid, color);