* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
127 lines
3.9 KiB
Rust
127 lines
3.9 KiB
Rust
use rapier_testbed3d::Testbed;
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use rapier3d::control::{DynamicRayCastVehicleController, WheelTuning};
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use rapier3d::prelude::*;
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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 impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::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::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
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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);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Vehicle we will control manually.
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*/
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let hw = 0.3;
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let hh = 0.15;
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 1.0, 0.0));
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let vehicle_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(hw * 2.0, hh, hw).density(100.0);
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colliders.insert_with_parent(collider, vehicle_handle, &mut bodies);
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let tuning = WheelTuning {
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suspension_stiffness: 100.0,
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suspension_damping: 10.0,
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..WheelTuning::default()
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};
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let mut vehicle = DynamicRayCastVehicleController::new(vehicle_handle);
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let wheel_positions = [
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Vector::new(hw * 1.5, -hh, hw),
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Vector::new(hw * 1.5, -hh, -hw),
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Vector::new(-hw * 1.5, -hh, hw),
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Vector::new(-hw * 1.5, -hh, -hw),
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];
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for pos in wheel_positions {
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vehicle.add_wheel(pos, -Vector::Y, Vector::Z, hh, hh / 4.0, &tuning);
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}
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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 = rad;
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for j in 0usize..1 {
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for k 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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let z = k as f32 * shift + centerx;
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y, z));
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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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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(Vector::new(
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ground_size + slope_size,
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-ground_height + 0.4,
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0.0,
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))
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.rotation(Vector::Z * slope_angle);
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colliders.insert(collider);
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/*
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* Create a slope we can’t climb.
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*/
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let impossible_slope_angle = 0.9;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(Vector::new(
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ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 2.3,
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0.0,
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))
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.rotation(Vector::Z * impossible_slope_angle);
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colliders.insert(collider);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 0.4, 10.0);
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let nsubdivs = 20;
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let heights = Array2::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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-(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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- (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(Vector::new(-7.0, 0.0, 0.0));
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colliders.insert(collider);
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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, impulse_joints, multibody_joints);
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testbed.set_vehicle_controller(vehicle);
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testbed.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::ZERO);
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}
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