rapier engine testing (don't like)

rapier
Zynh0722 2024-02-16 19:18:24 -08:00
parent a600ec9147
commit c8ae692c33
2 changed files with 112 additions and 6 deletions

50
src/engine.rs Normal file
View File

@ -0,0 +1,50 @@
use rapier2d::{
dynamics::{
CCDSolver, ImpulseJointSet, IntegrationParameters, IslandManager, MultibodyJointSet,
RigidBodySet,
},
geometry::{BroadPhase, ColliderSet, NarrowPhase},
math::Vector,
pipeline::{PhysicsPipeline, QueryPipeline},
};
#[derive(Default)]
pub struct PhysicsEngine {
pub state: PhysicsState,
pub pipeline: PhysicsPipeline,
}
#[derive(Default)]
pub struct PhysicsState {
pub islands: IslandManager,
pub broad_phase: BroadPhase,
pub narrow_phase: NarrowPhase,
pub bodies: RigidBodySet,
pub colliders: ColliderSet,
pub joints: ImpulseJointSet,
pub multibody_joints: MultibodyJointSet,
pub ccd_solver: CCDSolver,
pub query_pipeline: QueryPipeline,
pub integration_parameters: IntegrationParameters,
pub gravity: Vector<f32>,
}
impl PhysicsEngine {
pub fn step(&mut self) {
self.pipeline.step(
&self.state.gravity,
&self.state.integration_parameters,
&mut self.state.islands,
&mut self.state.broad_phase,
&mut self.state.narrow_phase,
&mut self.state.bodies,
&mut self.state.colliders,
&mut self.state.joints,
&mut self.state.multibody_joints,
&mut self.state.ccd_solver,
Some(&mut self.state.query_pipeline),
&(),
&(),
)
}
}

View File

@ -1,9 +1,17 @@
mod drawable;
mod engine;
mod particle;
use drawable::DrawShape;
use engine::{PhysicsEngine, PhysicsState};
use nalgebra::vector;
use nannou::prelude::*;
use particle::Particle;
use rapier2d::{
dynamics::{RigidBodyBuilder, RigidBodyHandle},
geometry::ColliderBuilder,
};
const PARTICLE_COUNT: u32 = 200;
const PARTICLE_SIZE: f32 = 10.0;
@ -12,6 +20,8 @@ struct Model {
// Store the window ID so we can refer to this specific window later if needed.
_window: WindowId,
particles: Vec<Particle>,
engine: PhysicsEngine,
handles: Vec<RigidBodyHandle>,
}
fn fill_particles(app: &App, particles: &mut Vec<Particle>) {
@ -42,11 +52,45 @@ fn model(app: &App) -> Model {
.build()
.unwrap();
let mut engine = PhysicsEngine {
state: PhysicsState {
gravity: vector![0.0, -9.81 * 10.0],
..Default::default()
},
..Default::default()
};
let mut handles = Vec::new();
/* Create the ground. */
let collider = ColliderBuilder::cuboid(100.0, 0.1)
.translation(vector![0.0, -200.0])
.build();
engine.state.colliders.insert(collider);
/* Create the bouncing ball. */
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![0.0, 10.0])
.build();
let collider = ColliderBuilder::ball(10.0).restitution(0.7).build();
let ball_body_handle = engine.state.bodies.insert(rigid_body);
engine
.state
.colliders
.insert_with_parent(collider, ball_body_handle, &mut engine.state.bodies);
handles.push(ball_body_handle);
let mut particles = Vec::new();
fill_particles(app, &mut particles);
Model { _window, particles }
Model {
_window,
particles,
engine,
handles,
}
}
// Handle events related to the window and update the model if necessary
@ -66,10 +110,12 @@ fn event(app: &App, model: &mut Model, event: WindowEvent) {
// Update the state of your application here. By default, this gets called right before `view`.
fn update(_app: &App, _model: &mut Model, _update: Update) {
_model.particles.iter_mut().for_each(|particle| {
let offset = (_app.time + particle.time_offset).sin() * 100.0;
particle.pos.x = particle.start_pos.x + offset
});
// _model.particles.iter_mut().for_each(|particle| {
// let offset = (_app.time + particle.time_offset).sin() * 100.0;
// particle.pos.x = particle.start_pos.x + offset
// });
_model.engine.step();
}
// Draw the state of your `Model` into the given `Frame` here.
@ -77,7 +123,17 @@ fn view(app: &App, model: &Model, frame: Frame) {
let canvas = app.draw();
canvas.background().color(CORNFLOWERBLUE);
canvas.draw(&model.particles);
// canvas.draw(&model.particles);
model
.handles
.iter()
.map(|handle| model.engine.state.bodies.get(*handle).unwrap())
.for_each(|body| {
canvas
.ellipse()
.radius(10.0)
.xy(std::convert::Into::<Vec2>::into(*body.translation()));
});
// I don't think there is even a fail condition in this function, but it returns a result?
canvas.to_frame(app, &frame).unwrap();