Implement multibody joints and the new solver

This commit is contained in:
Sébastien Crozet
2022-01-02 14:47:40 +01:00
parent b45d4b5ac2
commit f74b8401ad
182 changed files with 9871 additions and 12645 deletions

View File

@@ -0,0 +1,98 @@
use rapier3d::prelude::*;
use rapier_testbed3d::Testbed;
fn create_ball_articulations(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
num: usize,
) {
let rad = 0.4;
let shift = 1.0;
let mut body_handles = Vec::new();
for k in 0..num {
for i in 0..num {
let fk = k as f32;
let fi = i as f32;
let status = if i == 0 {
// && (k % 4 == 0 || k == num - 1) {
RigidBodyType::Static
} else {
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(vector![fk * shift, 0.0, fi * shift * 2.0])
.build();
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_z(rad * 1.25, rad).build();
colliders.insert_with_parent(collider, child_handle, bodies);
// Vertical multibody_joint.
if i > 0 {
let parent_handle = *body_handles.last().unwrap();
let joint = SphericalJoint::new().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
multibody_joints.insert(parent_handle, child_handle, joint);
}
// Horizontal multibody_joint.
if k > 0 && i > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint = SphericalJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
// let joint =
// PrismaticJoint::new(Vector::y_axis()).local_anchor2(point![-shift, 0.0, 0.0]);
// let joint = FixedJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
// let joint =
// RevoluteJoint::new(Vector::x_axis()).local_anchor2(point![-shift, 0.0, 0.0]);
impulse_joints.insert(parent_handle, child_handle, joint);
}
body_handles.push(child_handle);
}
}
}
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let mut multibody_joints = MultibodyJointSet::new();
let rigid_body = RigidBodyBuilder::new_dynamic().build();
let collider = ColliderBuilder::cuboid(30.0, 0.01, 30.0) // Vector::y_axis())
.translation(vector![0.0, -3.0, 0.0])
.rotation(vector![0.1, 0.0, 0.1])
.build();
let handle = bodies.insert(rigid_body);
colliders.insert_with_parent(collider, handle, &mut bodies);
let rigid_body = RigidBodyBuilder::new_static().build();
let collider = ColliderBuilder::cuboid(30.0, 0.01, 30.0) // Vector::y_axis())
.translation(vector![0.0, -3.02, 0.0])
.rotation(vector![0.1, 0.0, 0.1])
.build();
let handle = bodies.insert(rigid_body);
colliders.insert_with_parent(collider, handle, &mut bodies);
create_ball_articulations(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
15,
);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]);
}