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Copy pathdebug_rollback3.rs
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69 lines (58 loc) · 1.84 KB
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use rapier_testbed3d::TestbedViewer;
use rapier3d::prelude::*;
pub async fn run(viewer: &mut TestbedViewer) -> anyhow::Result<()> {
/*
* World
*/
let mut world = PhysicsWorld::new();
/*
* Ground.
*/
let ground_size = 20.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4)
.friction(0.15)
// .restitution(0.5)
;
let (_ground_handle, _) = world.insert(rigid_body, collider);
/*
* Rolling ball
*/
let ball_rad = 0.1;
let rb = RigidBodyBuilder::dynamic()
.translation(Vector::new(0.0, 0.2, 0.0))
.linvel(Vector::new(10.0, 0.0, 0.0));
let collider = ColliderBuilder::ball(ball_rad).density(100.0);
let (ball_handle, _) = world.insert(rb, collider);
let mut linvel = Vector::ZERO;
let mut angvel = AngVector::ZERO;
let mut pos = Pose::IDENTITY;
let mut step = 0;
let snapped_frame = 51;
/*
* Set up the testbed.
*/
viewer.set_world(&mut world);
viewer.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::ZERO);
while viewer.render_frame(&mut world).await {
if viewer.simulating() {
world.step();
step += 1;
// Snap the ball velocity or restore it.
let ball = world.bodies.get_mut(ball_handle).unwrap();
if step == snapped_frame {
linvel = ball.linvel();
angvel = ball.angvel();
pos = *ball.position();
}
if step == 100 {
ball.set_linvel(linvel, true);
ball.set_angvel(angvel, true);
ball.set_position(pos, true);
step = snapped_frame;
}
}
}
Ok(())
}