Move benchmark demos into their own directory.
This commit is contained in:
@@ -15,7 +15,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.translation(0.0, 10.0, 0.0)
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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, rad).density(1.0).build();
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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@@ -11,24 +11,17 @@ use rapier_testbed3d::Testbed;
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use std::cmp::Ordering;
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mod add_remove3;
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mod balls3;
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mod boxes3;
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mod capsules3;
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mod compound3;
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mod debug_boxes3;
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mod debug_triangle3;
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mod domino3;
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mod heightfield3;
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mod joints3;
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mod kinematic3;
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mod pyramid3;
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mod keva3;
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mod platform3;
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mod primitives3;
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mod sensor3;
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mod stacks3;
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mod stress_joint_ball3;
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mod stress_joint_fixed3;
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mod stress_joint_prismatic3;
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mod stress_joint_revolute3;
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mod stress_keva3;
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mod trimesh3;
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fn demo_name_from_command_line() -> Option<String> {
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@@ -69,31 +62,18 @@ 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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("Balls", balls3::init_world),
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("Boxes", boxes3::init_world),
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("Capsules", capsules3::init_world),
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("Primitives", primitives3::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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("Joints", joints3::init_world),
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("Kinematic", kinematic3::init_world),
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("Platform", platform3::init_world),
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("Stacks", stacks3::init_world),
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("Pyramid", pyramid3::init_world),
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("Sensor", sensor3::init_world),
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("Trimesh", trimesh3::init_world),
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("Keva tower", keva3::init_world),
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("(Debug) boxes", debug_boxes3::init_world),
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("(Debug) triangle", debug_triangle3::init_world),
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("(Stress test) joint ball", stress_joint_ball3::init_world),
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("(Stress test) joint fixed", stress_joint_fixed3::init_world),
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(
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"(Stress test) joint revolute",
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stress_joint_revolute3::init_world,
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),
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(
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"(Stress test) joint prismatic",
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stress_joint_prismatic3::init_world,
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),
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("(Stress test) keva tower", stress_keva3::init_world),
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];
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// Lexicographic sort, with stress tests moved at the end of the list.
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@@ -1,29 +0,0 @@
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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};
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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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let rb = RigidBodyBuilder::new_dynamic().build();
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let co = ColliderBuilder::cuboid(0.5, 0.5, 0.5).build();
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let h = bodies.insert(rb);
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colliders.insert(co, h, &mut bodies);
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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(100.0, 100.0, 100.0), Point3::origin());
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Balls", init_world)]);
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testbed.run()
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}
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@@ -1,69 +0,0 @@
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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};
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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 = 200.1;
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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 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, handle, &mut bodies);
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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 = 1.0;
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let shift = rad * 2.0 + rad;
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let shifty = rad * 4.0;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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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 + offset;
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let y = j as f32 * shifty + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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// Build the rigid body.
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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::capsule_y(rad, rad).density(1.0).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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offset -= 0.05 * rad * (num as f32 - 1.0);
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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(100.0, 100.0, 100.0), 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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@@ -14,7 +14,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Ground
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*/
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let ground_size = 200.1;
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let ground_size = 50.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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@@ -37,7 +37,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..25 {
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for j in 0usize..15 {
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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 * 5.0 - centerx + offset;
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@@ -31,7 +31,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.can_sleep(false)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(2.0, 0.1, 1.0).density(1.0).build();
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let collider = ColliderBuilder::cuboid(2.0, 0.1, 1.0).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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@@ -32,7 +32,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.can_sleep(false)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(20.0, 0.1, 1.0).density(1.0).build();
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let collider = ColliderBuilder::cuboid(20.0, 0.1, 1.0).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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@@ -58,9 +58,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* rot;
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let rigid_body = RigidBodyBuilder::new_dynamic().position(position).build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(thickness, width * 2.0, width)
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.density(1.0)
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.build();
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let collider = ColliderBuilder::cuboid(thickness, width * 2.0, width).build();
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colliders.insert(collider, handle, &mut bodies);
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testbed.set_body_color(handle, colors[i % 2]);
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} else {
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@@ -14,7 +14,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Ground
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*/
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let ground_size = Vector3::new(200.0, 1.0, 200.0);
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let ground_size = Vector3::new(100.0, 1.0, 100.0);
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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@@ -43,7 +43,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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for j in 0usize..47 {
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for j in 0usize..20 {
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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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@@ -55,10 +55,10 @@ pub fn init_world(testbed: &mut Testbed) {
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let handle = bodies.insert(rigid_body);
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if j % 2 == 0 {
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let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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colliders.insert(collider, handle, &mut bodies);
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} else {
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let collider = ColliderBuilder::ball(rad).density(1.0).build();
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let collider = ColliderBuilder::ball(rad).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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@@ -150,7 +150,7 @@ fn create_fixed_joints(
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.translation(origin.x + fk * shift, origin.y, origin.z + fi * shift)
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.build();
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::ball(rad).density(1.0).build();
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let collider = ColliderBuilder::ball(rad).build();
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colliders.insert(collider, child_handle, bodies);
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// Vertical joint.
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@@ -205,7 +205,7 @@ fn create_ball_joints(
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.translation(fk * shift, 0.0, fi * shift)
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.build();
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::ball(rad).density(1.0).build();
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let collider = ColliderBuilder::ball(rad).build();
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colliders.insert(collider, child_handle, bodies);
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// Vertical joint.
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@@ -48,9 +48,7 @@ pub fn build_block(
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)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z)
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.density(1.0)
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.build();
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build();
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colliders.insert(collider, handle, bodies);
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testbed.set_body_color(handle, color0);
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@@ -73,9 +71,7 @@ pub fn build_block(
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)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z)
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.density(1.0)
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.build();
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build();
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colliders.insert(collider, handle, bodies);
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testbed.set_body_color(handle, color0);
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std::mem::swap(&mut color0, &mut color1);
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@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
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// Build the rigid body.
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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).density(1.0).build();
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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@@ -58,9 +58,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.translation(0.0, 1.5 + 0.8, -10.0 * rad)
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.build();
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let platform_handle = bodies.insert(platform_body);
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let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0)
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.density(1.0)
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.build();
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let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0).build();
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colliders.insert(collider, platform_handle, &mut bodies);
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/*
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@@ -14,7 +14,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Ground
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*/
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let ground_size = 200.1;
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let ground_size = 100.1;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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@@ -37,7 +37,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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for j in 0usize..20 {
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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 + offset;
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@@ -47,7 +47,14 @@ pub fn init_world(testbed: &mut Testbed) {
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// Build the rigid body.
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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).density(1.0).build();
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let collider = match j % 2 {
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0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
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1 => ColliderBuilder::ball(rad).build(),
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// 2 => ColliderBuilder::capsule_y(rad, rad).build(),
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_ => unreachable!(),
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};
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colliders.insert(collider, handle, &mut bodies);
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}
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}
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@@ -1,85 +0,0 @@
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use na::{Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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fn create_pyramid(
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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offset: Vector3<f32>,
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stack_height: usize,
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half_extents: Vector3<f32>,
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) {
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let shift = half_extents * 2.5;
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for i in 0usize..stack_height {
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for j in i..stack_height {
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for k in i..stack_height {
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let fi = i as f32;
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let fj = j as f32;
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let fk = k as f32;
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let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x
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- stack_height as f32 * half_extents.x;
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let y = fi * shift.y + offset.y;
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let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z
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- stack_height as f32 * half_extents.z;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let rigid_body_handle = bodies.insert(rigid_body);
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let collider =
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ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
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.density(1.0)
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.build();
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colliders.insert(collider, rigid_body_handle, bodies);
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}
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}
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}
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}
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|
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
|
||||
*/
|
||||
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 = 50.0;
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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 ground_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, ground_handle, &mut bodies);
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|
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/*
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* Create the cubes
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||||
*/
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let cube_size = 1.0;
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let hext = Vector3::repeat(cube_size);
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||||
let bottomy = cube_size;
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create_pyramid(
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&mut bodies,
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||||
&mut colliders,
|
||||
Vector3::new(0.0, bottomy, 0.0),
|
||||
24,
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||||
hext,
|
||||
);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
@@ -43,7 +43,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
|
||||
testbed.set_body_color(handle, Point3::new(0.5, 0.5, 1.0));
|
||||
@@ -56,13 +56,13 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
|
||||
// Rigid body so that the sensor can move.
|
||||
let sensor = RigidBodyBuilder::new_dynamic()
|
||||
.translation(0.0, 10.0, 0.0)
|
||||
.translation(0.0, 5.0, 0.0)
|
||||
.build();
|
||||
let sensor_handle = bodies.insert(sensor);
|
||||
|
||||
// Solid cube attached to the sensor which
|
||||
// other colliders can touch.
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, sensor_handle, &mut bodies);
|
||||
|
||||
// We create a collider desc without density because we don't
|
||||
|
||||
@@ -27,9 +27,8 @@ fn create_tower_circle(
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().position(pos).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z).build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
@@ -55,9 +54,8 @@ fn create_wall(
|
||||
// Build the rigid body.
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z).build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
@@ -88,9 +86,7 @@ fn create_pyramid(
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider =
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z)
|
||||
.density(1.0)
|
||||
.build();
|
||||
ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z).build();
|
||||
colliders.insert(collider, handle, bodies);
|
||||
}
|
||||
}
|
||||
@@ -124,27 +120,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let cube_size = 1.0;
|
||||
let hext = Vector3::repeat(cube_size);
|
||||
let bottomy = cube_size * 50.0;
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-110.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-80.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
Vector3::new(-50.0, bottomy, 0.0),
|
||||
12,
|
||||
hext,
|
||||
);
|
||||
|
||||
create_pyramid(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
|
||||
@@ -1,70 +0,0 @@
|
||||
use na::Point3;
|
||||
use rapier3d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 100;
|
||||
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) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(fk * shift, 0.0, fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, &mut bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift));
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0));
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(-110.0, -46.0, 170.0),
|
||||
Point3::new(54.0, -38.0, 29.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
@@ -1,92 +0,0 @@
|
||||
use na::{Isometry3, Point3};
|
||||
use rapier3d::dynamics::{BodyStatus, FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 5;
|
||||
let shift = 1.0;
|
||||
|
||||
let mut body_handles = Vec::new();
|
||||
|
||||
for m in 0..10 {
|
||||
let z = m as f32 * shift * (num as f32 + 2.0);
|
||||
|
||||
for l in 0..10 {
|
||||
let y = l as f32 * shift * 3.0;
|
||||
|
||||
for j in 0..5 {
|
||||
let x = j as f32 * shift * (num as f32) * 2.0;
|
||||
|
||||
for k in 0..num {
|
||||
for i in 0..num {
|
||||
let fk = k as f32;
|
||||
let fi = i as f32;
|
||||
|
||||
// NOTE: the num - 2 test is to avoid two consecutive
|
||||
// fixed bodies. Because physx will crash if we add
|
||||
// a joint between these.
|
||||
|
||||
let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
|
||||
BodyStatus::Static
|
||||
} else {
|
||||
BodyStatus::Dynamic
|
||||
};
|
||||
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(x + fk * shift, y, z + fi * shift)
|
||||
.build();
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
colliders.insert(collider, child_handle, &mut bodies);
|
||||
|
||||
// Vertical joint.
|
||||
if i > 0 {
|
||||
let parent_handle = *body_handles.last().unwrap();
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(0.0, 0.0, -shift),
|
||||
);
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
// Horizontal joint.
|
||||
if k > 0 {
|
||||
let parent_index = body_handles.len() - num;
|
||||
let parent_handle = body_handles[parent_index];
|
||||
let joint = FixedJoint::new(
|
||||
Isometry3::identity(),
|
||||
Isometry3::translation(-shift, 0.0, 0.0),
|
||||
);
|
||||
joints.insert(&mut bodies, parent_handle, child_handle, joint);
|
||||
}
|
||||
|
||||
body_handles.push(child_handle);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(-38.0, 14.0, 108.0),
|
||||
Point3::new(46.0, 12.0, 23.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
@@ -1,81 +0,0 @@
|
||||
use na::{Point3, Unit, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, PrismaticJoint, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 5;
|
||||
let shift = 1.0;
|
||||
|
||||
for m in 0..8 {
|
||||
let z = m as f32 * shift * (num as f32 + 2.0);
|
||||
|
||||
for l in 0..8 {
|
||||
let y = l as f32 * shift * (num as f32) * 2.0;
|
||||
|
||||
for j in 0..50 {
|
||||
let x = j as f32 * shift * 4.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static().translation(x, y, z).build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, &mut bodies);
|
||||
|
||||
for i in 0..num {
|
||||
let z = z + (i + 1) as f32 * shift;
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
|
||||
let curr_child = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, curr_child, &mut bodies);
|
||||
|
||||
let axis = if i % 2 == 0 {
|
||||
Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
|
||||
} else {
|
||||
Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
|
||||
};
|
||||
|
||||
let z = Vector3::z();
|
||||
let mut prism = PrismaticJoint::new(
|
||||
Point3::origin(),
|
||||
axis,
|
||||
z,
|
||||
Point3::new(0.0, 0.0, -shift),
|
||||
axis,
|
||||
z,
|
||||
);
|
||||
prism.limits_enabled = true;
|
||||
prism.limits[0] = -2.0;
|
||||
prism.limits[1] = 2.0;
|
||||
joints.insert(&mut bodies, curr_parent, curr_child, prism);
|
||||
|
||||
curr_parent = curr_child;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(262.0, 63.0, 124.0),
|
||||
Point3::new(101.0, 4.0, -3.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
@@ -1,89 +0,0 @@
|
||||
use na::{Isometry3, Point3, Vector3};
|
||||
use rapier3d::dynamics::{JointSet, RevoluteJoint, RigidBodyBuilder, RigidBodySet};
|
||||
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut joints = JointSet::new();
|
||||
|
||||
let rad = 0.4;
|
||||
let num = 10;
|
||||
let shift = 2.0;
|
||||
|
||||
for l in 0..4 {
|
||||
let y = l as f32 * shift * (num as f32) * 3.0;
|
||||
|
||||
for j in 0..50 {
|
||||
let x = j as f32 * shift * 4.0;
|
||||
|
||||
let ground = RigidBodyBuilder::new_static()
|
||||
.translation(x, y, 0.0)
|
||||
.build();
|
||||
let mut curr_parent = bodies.insert(ground);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, curr_parent, &mut bodies);
|
||||
|
||||
for i in 0..num {
|
||||
// Create four bodies.
|
||||
let z = i as f32 * shift * 2.0 + shift;
|
||||
let positions = [
|
||||
Isometry3::translation(x, y, z),
|
||||
Isometry3::translation(x + shift, y, z),
|
||||
Isometry3::translation(x + shift, y, z + shift),
|
||||
Isometry3::translation(x, y, z + shift),
|
||||
];
|
||||
|
||||
let mut handles = [curr_parent; 4];
|
||||
for k in 0..4 {
|
||||
let density = 1.0;
|
||||
let rigid_body = RigidBodyBuilder::new_dynamic()
|
||||
.position(positions[k])
|
||||
.build();
|
||||
handles[k] = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad)
|
||||
.density(density)
|
||||
.build();
|
||||
colliders.insert(collider, handles[k], &mut bodies);
|
||||
}
|
||||
|
||||
// Setup four joints.
|
||||
let o = Point3::origin();
|
||||
let x = Vector3::x_axis();
|
||||
let z = Vector3::z_axis();
|
||||
|
||||
let revs = [
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x),
|
||||
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
|
||||
RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x),
|
||||
];
|
||||
|
||||
joints.insert(&mut bodies, curr_parent, handles[0], revs[0]);
|
||||
joints.insert(&mut bodies, handles[0], handles[1], revs[1]);
|
||||
joints.insert(&mut bodies, handles[1], handles[2], revs[2]);
|
||||
joints.insert(&mut bodies, handles[2], handles[3], revs[3]);
|
||||
|
||||
curr_parent = handles[3];
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.look_at(
|
||||
Point3::new(478.0, 83.0, 228.0),
|
||||
Point3::new(134.0, 83.0, -116.0),
|
||||
);
|
||||
}
|
||||
|
||||
fn main() {
|
||||
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
|
||||
testbed.run()
|
||||
}
|
||||
@@ -14,7 +14,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* Ground
|
||||
*/
|
||||
let ground_size = 200.0f32;
|
||||
let ground_size = 100.0f32;
|
||||
let ground_height = 1.0;
|
||||
let nsubdivs = 20;
|
||||
|
||||
@@ -53,7 +53,7 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let centery = shift / 2.0;
|
||||
let centerz = shift * (num / 2) as f32;
|
||||
|
||||
for j in 0usize..47 {
|
||||
for j in 0usize..20 {
|
||||
for i in 0..num {
|
||||
for k in 0usize..num {
|
||||
let x = i as f32 * shift - centerx;
|
||||
@@ -65,10 +65,10 @@ pub fn init_world(testbed: &mut Testbed) {
|
||||
let handle = bodies.insert(rigid_body);
|
||||
|
||||
if j % 2 == 0 {
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
|
||||
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
} else {
|
||||
let collider = ColliderBuilder::ball(rad).density(1.0).build();
|
||||
let collider = ColliderBuilder::ball(rad).build();
|
||||
colliders.insert(collider, handle, &mut bodies);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user