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mass_spring_system3.rs
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extern crate nalgebra as na;
use kiss3d::loader::obj;
use na::{Isometry3, Point3, RealField, Vector3};
use ncollide3d::procedural;
use ncollide3d::shape::{Cuboid, ShapeHandle, TriMesh};
use nphysics3d::force_generator::DefaultForceGeneratorSet;
use nphysics3d::joint::DefaultJointConstraintSet;
use nphysics3d::object::{
BodyPartHandle, ColliderDesc, DefaultBodySet, DefaultColliderSet, DeformableColliderDesc,
Ground, MassSpringSystemDesc,
};
use nphysics3d::world::{DefaultGeometricalWorld, DefaultMechanicalWorld};
use nphysics_testbed3d::Testbed;
use std::f32;
use std::path::Path;
/*
* NOTE: The `r` macro is only here to convert from f64 to the `N` scalar type.
* This simplifies experimentation with various scalar types (f32, fixed-point numbers, etc.)
*/
pub fn init_world<N: RealField>(testbed: &mut Testbed<N>) {
/*
* World
*/
let mechanical_world = DefaultMechanicalWorld::new(Vector3::new(r!(0.0), r!(-9.81), r!(0.0)));
let geometrical_world = DefaultGeometricalWorld::new();
let mut bodies = DefaultBodySet::new();
let mut colliders = DefaultColliderSet::new();
let joint_constraints = DefaultJointConstraintSet::new();
let force_generators = DefaultForceGeneratorSet::new();
/*
* Ground.
*/
let ground_thickness = r!(0.2);
let ground_shape = ShapeHandle::new(Cuboid::new(Vector3::new(
r!(50.0),
ground_thickness,
r!(50.0),
)));
let ground_handle = bodies.insert(Ground::new());
let co = ColliderDesc::new(ground_shape)
.translation(Vector3::y() * -ground_thickness)
.build(BodyPartHandle(ground_handle, 0));
colliders.insert(co);
/*
* Create the deformable body and a collider for its contour.
*/
let obj_path = "media/models/rust_logo_simplified.obj";
let obj = obj::parse_file(&Path::new(&obj_path), &Path::new(""), "");
if let Ok(model) = obj {
let mut meshes: Vec<procedural::TriMesh<N>> = model
.into_iter()
.map(|mesh| {
let mesh = mesh.1.to_trimesh().unwrap();
procedural::TriMesh {
coords: mesh
.coords
.into_iter()
.map(na::convert::<_, Point3<f64>>)
.map(na::convert::<_, Point3<N>>)
.collect(),
normals: mesh.normals.map(|n| {
n.into_iter()
.map(na::convert::<_, Vector3<f64>>)
.map(na::convert::<_, Vector3<N>>)
.collect()
}),
uvs: None, // We don't care about uvs.
indices: mesh.indices,
}
})
.collect();
meshes[0].split_index_buffer(true);
let rot = Vector3::x() * r!(std::f64::consts::FRAC_PI_2);
let trimesh1 = TriMesh::from(meshes[0].clone())
.scaled(&Vector3::repeat(r!(0.5)))
.transformed(&Isometry3::new(Vector3::y() * r!(5.0), rot));
let trimesh2 = TriMesh::from(meshes[0].clone())
.scaled(&Vector3::repeat(r!(0.5)))
.transformed(&Isometry3::new(Vector3::y() * r!(9.5), rot));
let mut deformable1 = MassSpringSystemDesc::from_trimesh(&trimesh1)
.stiffness(r!(10.0))
.damping_ratio(r!(0.2))
.build();
deformable1.generate_neighbor_springs(r!(10.0), r!(0.5));
deformable1.generate_neighbor_springs(r!(10.0), r!(0.5));
let deformable1_handle = bodies.insert(deformable1);
let co1 = DeformableColliderDesc::new(ShapeHandle::new(trimesh1)).build(deformable1_handle);
colliders.insert(co1);
let mut deformable2 = MassSpringSystemDesc::from_trimesh(&trimesh2)
.stiffness(r!(100.0))
.damping_ratio(r!(0.2))
.build();
deformable2.generate_neighbor_springs(r!(100.0), r!(0.5));
deformable2.generate_neighbor_springs(r!(100.0), r!(0.5));
let deformable2_handle = bodies.insert(deformable2);
let co2 = DeformableColliderDesc::new(ShapeHandle::new(trimesh2)).build(deformable2_handle);
colliders.insert(co2);
}
/*
* Set up the testbed.
*/
testbed.set_ground_handle(Some(ground_handle));
testbed.set_world(
mechanical_world,
geometrical_world,
bodies,
colliders,
joint_constraints,
force_generators,
);
testbed.look_at(Point3::new(10.0, 4.0, 10.0), Point3::new(0.0, 4.0, 0.0));
}
fn main() {
let testbed = Testbed::<f32>::from_builders(0, vec![("Mass-spring system", init_world)]);
testbed.run()
}