Fix velocity computation for position-based kinematic bodies
This commit is contained in:
committed by
Sébastien Crozet
parent
291be142a5
commit
b364a2b052
@@ -2,44 +2,76 @@ 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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let bodies = RigidBodySet::new();
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let colliders = ColliderSet::new();
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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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let rad = 0.5;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut graphics, physics, _, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(vector![0.0, 10.0])
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.build();
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let handle = physics.bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad).build();
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physics
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.colliders
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.insert_with_parent(collider, handle, &mut physics.bodies);
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let positions = [vector![5.0, -1.0], vector![-5.0, -1.0]];
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if let Some(graphics) = &mut graphics {
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graphics.add_body(handle, &physics.bodies, &physics.colliders);
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let platform_handles = std::array::IntoIter::new(positions)
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.map(|pos| {
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let rigid_body = RigidBodyBuilder::new_kinematic_position_based()
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.translation(pos)
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// .ccd_enabled(true)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad * 10.0, rad)
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.active_events(ActiveEvents::CONTACT_EVENTS)
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.build();
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let coll_handle = colliders.insert_with_parent(collider, handle, &mut bodies);
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(pos, handle, coll_handle)
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})
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.collect::<Vec<_>>();
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let mut rotation = 0.0;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut graphics, physics, events, state| {
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let rot = state.time * -1.0;
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let pos = state.time.sin() * 5.0;
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for (p, i, _) in platform_handles.iter() {
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let mut c = physics.bodies.get_mut(*i).unwrap();
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c.set_next_kinematic_rotation(rot);
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//c.set_next_kinematic_translation(vector![pos, 0.0]);
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}
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let to_remove: Vec<_> = physics
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.bodies
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.iter()
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.filter(|(_, b)| b.position().translation.vector.y < -10.0)
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.map(|e| e.0)
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.collect();
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for handle in to_remove {
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physics.bodies.remove(
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handle,
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&mut physics.islands,
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&mut physics.colliders,
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&mut physics.joints,
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);
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if state.timestep_id % 10 == 0 {
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let x = rand::random::<f32>() * 10.0 - 5.0;
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let y = rand::random::<f32>() * 10.0 + 10.0;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(vector![x, y])
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// .ccd_enabled(true)
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.build();
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let handle = physics.bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad).build();
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physics
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.colliders
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.insert_with_parent(collider, handle, &mut physics.bodies);
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if let Some(graphics) = &mut graphics {
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graphics.remove_body(handle);
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graphics.add_body(handle, &physics.bodies, &physics.colliders);
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}
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}
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// let to_remove: Vec<_> = physics
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// .bodies
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// .iter()
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// .filter(|(_, b)| b.position().translation.vector.y < -10.0)
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// .map(|e| e.0)
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// .collect();
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// for handle in to_remove {
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// physics.bodies.remove(
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// handle,
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// &mut physics.islands,
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// &mut physics.colliders,
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// &mut physics.joints,
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// );
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//
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// if let Some(graphics) = &mut graphics {
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// graphics.remove_body(handle);
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// }
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// }
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});
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/*
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