rigid_body_creation_and_insertion
A rigid-body is created by a RigidBodyBuilder
structure that is based on the builder pattern. Then it needs
to be inserted into the RigidBodySet
that will be processed by the physics-pipeline or query-pipeline.
The following example shows several setters that can be called to customize the rigid-body being built. The input values are just random so using this example as-is will not lead to a useful result.
- Example 2D
- Example 3D
use rapier2d::prelude::*;
// The set that will contain our rigid-bodies.
let mut rigid_body_set = RigidBodySet::new();
// Builder for a fixed rigid-body.
let _ = RigidBodyBuilder::fixed();
// Builder for a dynamic rigid-body.
let _ = RigidBodyBuilder::dynamic();
// Builder for a kinematic rigid-body controlled at the velocity level.
let _ = RigidBodyBuilder::kinematic_velocity_based();
// Builder for a kinematic rigid-body controlled at the position level.
let _ = RigidBodyBuilder::kinematic_position_based();
// Builder for a body with a status specified by an enum.
let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic)
// The rigid body translation.
// Default: zero vector.
.translation(vector![0.0, 5.0])
// The rigid body rotation.
// Default: no rotation.
.rotation(5.0)
// The rigid body position. Will override `.translation(...)` and `.rotation(...)`.
// Default: the identity isometry.
.position(Isometry::new(vector![1.0, 2.0], 0.4))
// The linear velocity of this body.
// Default: zero velocity.
.linvel(vector![1.0, 2.0])
// The angular velocity of this body.
// Default: zero velocity.
.angvel(2.0)
// The scaling factor applied to the gravity affecting the rigid-body.
// Default: 1.0
.gravity_scale(0.5)
// Whether or not this body can sleep.
// Default: true
.can_sleep(true)
// Whether or not CCD is enabled for this rigid-body.
// Default: false
.ccd_enabled(false)
// All done, actually build the rigid-body.
.build();
// Insert the rigid-body into the set.
let rigid_body_handle = rigid_body_set.insert(rigid_body);
use rapier3d::prelude::*;
// The set that will contain our rigid-bodies.
let mut rigid_body_set = RigidBodySet::new();
// Builder for a fixed rigid-body.
let _ = RigidBodyBuilder::fixed();
// Builder for a dynamic rigid-body.
let _ = RigidBodyBuilder::dynamic();
// Builder for a kinematic rigid-body controlled at the velocity level.
let _ = RigidBodyBuilder::kinematic_velocity_based();
// Builder for a kinematic rigid-body controlled at the position level.
let _ = RigidBodyBuilder::kinematic_position_based();
// Builder for a body with a status specified by an enum.
let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic)
// The rigid body translation.
// Default: zero vector.
.translation(vector![0.0, 5.0, 1.0])
// The rigid body rotation.
// Default: no rotation.
.rotation(vector![0.0, 0.0, 5.0])
// The rigid body position. Will override `.translation(...)` and `.rotation(...)`.
// Default: the identity isometry.
.position(Isometry::new(
vector![1.0, 3.0, 2.0],
vector![0.0, 0.0, 0.4],
))
// The linear velocity of this body.
// Default: zero velocity.
.linvel(vector![1.0, 3.0, 4.0])
// The angular velocity of this body.
// Default: zero velocity.
.angvel(vector![3.0, 0.0, 1.0])
// The scaling factor applied to the gravity affecting the rigid-body.
// Default: 1.0
.gravity_scale(0.5)
// Whether or not this body can sleep.
// Default: true
.can_sleep(true)
// Whether or not CCD is enabled for this rigid-body.
// Default: false
.ccd_enabled(false)
// All done, actually build the rigid-body.
.build();
// Insert the rigid-body into the set.
let rigid_body_handle = rigid_body_set.insert(rigid_body);
All the properties are optional. The only calls that are required are RigidBodyBuilder::new(status)
,
RigidBodyBuilder::fixed()
, RigidBodyBuilder::dynamic()
, RigidBodyBuilder::kinematic_velocity_based()
,
or RigidBodyBuilder::kinematic_position_based()
, to
initialize the builder, and .build()
to actually build the rigid-body.
Typically, the inertia and center of mass are automatically set to the inertia and center of mass resulting from the shapes of the colliders attached to the rigid-body. But they can also be set manually.