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wall3.rs
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extern crate nalgebra as na;
use na::{Point3, RealField, Vector3};
use ncollide3d::shape::{Cuboid, ShapeHandle};
use nphysics3d::force_generator::DefaultForceGeneratorSet;
use nphysics3d::joint::DefaultJointConstraintSet;
use nphysics3d::object::{
BodyPartHandle, ColliderDesc, DefaultBodySet, DefaultColliderSet, Ground, RigidBodyDesc,
};
use nphysics3d::world::{DefaultGeometricalWorld, DefaultMechanicalWorld};
use nphysics_testbed3d::Testbed;
/*
* 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();
/*
* Planes
*/
let ground_thickness = r!(0.2);
let ground_shape = ShapeHandle::new(Cuboid::new(Vector3::new(15.0, ground_thickness, 3.0)));
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 boxes
*/
let width = 50;
let height = 10;
let rad = r!(0.1);
let cuboid = ShapeHandle::new(Cuboid::new(Vector3::repeat(rad)));
let shift = (rad + ColliderDesc::<N>::default_margin()) * r!(2.0);
let centerx = shift * (width as f64) / r!(2.0);
let centery = shift / r!(2.0);
for i in 0usize..width {
for j in 0usize..height {
let x = r!(i as f64) * shift - centerx;
let y = r!(j as f64) * shift + centery;
// Build the rigid body.
let rb = RigidBodyDesc::new()
.translation(Vector3::new(x, y, 0.0))
.build();
let rb_handle = bodies.insert(rb);
// Build the collider.
let co = ColliderDesc::new(cuboid.clone())
.density(r!(1.0))
.build(BodyPartHandle(rb_handle, 0));
colliders.insert(co);
}
}
/*
* 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(-5.0, 5.0, -5.0), Point3::new(0.0, 0.0, 0.0));
}
fn main() {
let testbed = Testbed::<f32>::from_builders(0, vec![("Wall", init_world)]);
testbed.run()
}