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Rapier Debug Renderer

Video Lecture

Rapier Debug Renderer Physics with Rapier

Description

When trying to create Physics shapes or colliders to suit a geometry, it can be easy to make mistakes since you can't really visualize their dimensions, positions and rotations.

Rapier does not have a graphics renderer, but it does provide shape data that we can use to draw lines with colours.

const { vertices, colors } = world.debugRender()

In this lesson, we create and instantiate a class that can use the information from world.debugRender() to render the shapes.

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Use the colours provided by the Rapier physics engine.

The colours will be different depending on whether the body is sleeping, and whether the collider is fixed, dynamic or kinematic.

class RapierDebugRenderer {
  mesh
  world
  enabled = true

  constructor(scene: THREE.Scene, world: RAPIER.World) {
    this.world = world
    this.mesh = new THREE.LineSegments(new THREE.BufferGeometry(), new THREE.LineBasicMaterial({ color: 0xffffff, vertexColors: true }))
    this.mesh.frustumCulled = false
    scene.add(this.mesh)
  }

  update() {
    if (this.enabled) {
      const { vertices, colors } = this.world.debugRender()
      this.mesh.geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
      this.mesh.geometry.setAttribute('color', new THREE.BufferAttribute(colors, 4))
      this.mesh.visible = true
    } else {
      this.mesh.visible = false
    }
  }
}

Use a custom colour

In Rapier v0.12.0, we can only set 1 colour.

class RapierDebugRenderer {
  mesh
  world
  enabled = true

  constructor(scene: THREE.Scene, world: RAPIER.World) {
    this.world = world
    this.mesh = new THREE.LineSegments(new THREE.BufferGeometry(), new THREE.LineBasicMaterial({ color: 'lime' }))
    this.mesh.frustumCulled = false
    scene.add(this.mesh)
  }

  update() {
    if (this.enabled) {
      const { vertices } = this.world.debugRender()
      this.mesh.geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
      this.mesh.visible = true
    } else {
      this.mesh.visible = false
    }
  }
}

Lesson Script

Resources

The 3D models used in this lesson can be easily created using Blender and downloaded from kenney.nl car-kit.

Or, you can download the extra assets using the link below. Extract the contents of the zip file into your ./public/models/ folder.

rapier-debug-renderer.zip

./src/main.ts

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import './style.css'
import * as THREE from 'three'
import { OrbitControls } from 'three/addons/controls/OrbitControls.js'
import { GLTFLoader } from 'three/addons/loaders/GLTFLoader.js'
import { OBJLoader } from 'three/addons/loaders/OBJLoader.js'
import Stats from 'three/addons/libs/stats.module.js'
import { GUI } from 'three/addons/libs/lil-gui.module.min.js'
import RAPIER from '@dimforge/rapier3d-compat'

class RapierDebugRenderer {
  mesh
  world
  enabled = true

  constructor(scene: THREE.Scene, world: RAPIER.World) {
    this.world = world
    this.mesh = new THREE.LineSegments(new THREE.BufferGeometry(), new THREE.LineBasicMaterial({ color: 0xffffff, vertexColors: true }))
    this.mesh.frustumCulled = false
    scene.add(this.mesh)
  }

  update() {
    if (this.enabled) {
      const { vertices, colors } = this.world.debugRender()
      this.mesh.geometry.setAttribute('position', new THREE.BufferAttribute(vertices, 3))
      this.mesh.geometry.setAttribute('color', new THREE.BufferAttribute(colors, 4))
      this.mesh.visible = true
    } else {
      this.mesh.visible = false
    }
  }
}

class Car {
  dynamicBodies: [THREE.Object3D, RAPIER.RigidBody][] = []

  constructor() {
    // now calling `loadCar` outside of constructor, since async await won't wait if called in a constructor.
  }

  async loadCar(scene: THREE.Scene, position: [number, number, number]) {
    await new GLTFLoader().loadAsync('models/sedanSports.glb').then((gltf) => {
      const carMesh = gltf.scene.getObjectByName('body') as THREE.Group
      carMesh.position.set(0, 0, 0)
      carMesh.traverse((o) => {
        o.castShadow = true
      })

      const wheelBLMesh = gltf.scene.getObjectByName('wheel_backLeft') as THREE.Group
      const wheelBRMesh = gltf.scene.getObjectByName('wheel_backRight') as THREE.Group
      const wheelFLMesh = gltf.scene.getObjectByName('wheel_frontLeft') as THREE.Group
      const wheelFRMesh = gltf.scene.getObjectByName('wheel_frontRight') as THREE.Group
      wheelBLMesh.position.set(0, 0, 0)
      wheelBRMesh.position.set(0, 0, 0)
      wheelFLMesh.position.set(0, 0, 0)
      wheelFRMesh.position.set(0, 0, 0)

      //scene.add(gltf.scene)
      scene.add(carMesh, wheelBLMesh, wheelBRMesh, wheelFLMesh, wheelFRMesh)

      const carBody = world.createRigidBody(
        RAPIER.RigidBodyDesc.dynamic()
          .setTranslation(...position)
          .setCanSleep(false)
      )
      const wheelBLBody = world.createRigidBody(
        RAPIER.RigidBodyDesc.dynamic()
          .setTranslation(-1 + position[0], 1 + position[1], 1 + position[2])
          .setCanSleep(false)
      )
      const wheelBRBody = world.createRigidBody(
        RAPIER.RigidBodyDesc.dynamic()
          .setTranslation(1 + position[0], 1 + position[1], 1 + position[2])
          .setCanSleep(false)
      )
      const wheelFLBody = world.createRigidBody(
        RAPIER.RigidBodyDesc.dynamic()
          .setTranslation(-1 + position[0], 1 + position[1], -1 + position[2])
          .setCanSleep(false)
      )
      const wheelFRBody = world.createRigidBody(
        RAPIER.RigidBodyDesc.dynamic()
          .setTranslation(1 + position[0], 1 + position[1], -1 + position[2])
          .setCanSleep(false)
      )

      // create a convexhull from all meshes in the carMesh group
      const v = new THREE.Vector3()
      let positions: number[] = []
      carMesh.updateMatrixWorld(true) // ensure world matrix is up to date
      carMesh.traverse((o) => {
        if (o.type === 'Mesh') {
          const positionAttribute = (o as THREE.Mesh).geometry.getAttribute('position')
          for (let i = 0, l = positionAttribute.count; i < l; i++) {
            v.fromBufferAttribute(positionAttribute, i)
            v.applyMatrix4((o.parent as THREE.Object3D).matrixWorld)
            positions.push(...v)
          }
        }
      })

      // create shapes for carBody and wheelBodies
      const carShape = (RAPIER.ColliderDesc.convexHull(new Float32Array(positions)) as RAPIER.ColliderDesc).setMass(1).setRestitution(0.5)
      const wheelBLShape = RAPIER.ColliderDesc.cylinder(0.1, 0.3)
        .setRotation(new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), -Math.PI / 2))
        .setTranslation(-0.2, 0, 0)
        .setRestitution(0.5)
      const wheelBRShape = RAPIER.ColliderDesc.cylinder(0.1, 0.3)
        .setRotation(new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI / 2))
        .setTranslation(0.2, 0, 0)
        .setRestitution(0.5)
      const wheelFLShape = RAPIER.ColliderDesc.cylinder(0.1, 0.3)
        .setRotation(new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI / 2))
        .setTranslation(-0.2, 0, 0)
        .setRestitution(0.5)
      const wheelFRShape = RAPIER.ColliderDesc.cylinder(0.1, 0.3)
        .setRotation(new THREE.Quaternion().setFromAxisAngle(new THREE.Vector3(0, 0, 1), Math.PI / 2))
        .setTranslation(0.2, 0, 0)
        .setRestitution(0.5)

      // create world collider
      world.createCollider(carShape, carBody)
      world.createCollider(wheelBLShape, wheelBLBody)
      world.createCollider(wheelBRShape, wheelBRBody)
      world.createCollider(wheelFLShape, wheelFLBody)
      world.createCollider(wheelFRShape, wheelFRBody)

      // attach wheels to car using Rapier revolute joints
      world.createImpulseJoint(
        RAPIER.JointData.revolute(new RAPIER.Vector3(-0.55, 0, 0.63), new RAPIER.Vector3(0, 0, 0), new RAPIER.Vector3(-1, 0, 0)),
        carBody,
        wheelBLBody,
        true
      )
      world.createImpulseJoint(
        RAPIER.JointData.revolute(new RAPIER.Vector3(0.55, 0, 0.63), new RAPIER.Vector3(0, 0, 0), new RAPIER.Vector3(1, 0, 0)),
        carBody,
        wheelBRBody,
        true
      )
      world.createImpulseJoint(
        RAPIER.JointData.revolute(new RAPIER.Vector3(-0.55, 0, -0.63), new RAPIER.Vector3(0, 0, 0), new RAPIER.Vector3(-1, 0, 0)),
        carBody,
        wheelFLBody,
        true
      )
      world.createImpulseJoint(
        RAPIER.JointData.revolute(new RAPIER.Vector3(0.55, 0, -0.63), new RAPIER.Vector3(0, 0, 0), new RAPIER.Vector3(1, 0, 0)),
        carBody,
        wheelFRBody,
        true
      )

      // update local dynamicBodies so mesh positions and quaternions are updated with the physics world info
      this.dynamicBodies.push([carMesh, carBody])
      this.dynamicBodies.push([wheelBLMesh, wheelBLBody])
      this.dynamicBodies.push([wheelBRMesh, wheelBRBody])
      this.dynamicBodies.push([wheelFLMesh, wheelFLBody])
      this.dynamicBodies.push([wheelFRMesh, wheelFRBody])
    })
  }

  update() {
    for (let i = 0, n = this.dynamicBodies.length; i < n; i++) {
      this.dynamicBodies[i][0].position.copy(this.dynamicBodies[i][1].translation())
      this.dynamicBodies[i][0].quaternion.copy(this.dynamicBodies[i][1].rotation())
    }
  }
}

await RAPIER.init() // This line is only needed if using the compat version
const gravity = new RAPIER.Vector3(0.0, -9.81, 0.0)
const world = new RAPIER.World(gravity)
const dynamicBodies: [THREE.Object3D, RAPIER.RigidBody][] = []

const scene = new THREE.Scene()

const rapierDebugRenderer = new RapierDebugRenderer(scene, world)

const light1 = new THREE.SpotLight(undefined, Math.PI * 10)
light1.position.set(2.5, 5, 5)
light1.angle = Math.PI / 1.8
light1.penumbra = 0.5
light1.castShadow = true
light1.shadow.blurSamples = 10
light1.shadow.radius = 5
scene.add(light1)

const light2 = light1.clone()
light2.position.set(-2.5, 5, 5)
scene.add(light2)

const camera = new THREE.PerspectiveCamera(75, window.innerWidth / window.innerHeight, 0.1, 100)
camera.position.set(0, 2, 5)

const renderer = new THREE.WebGLRenderer({ antialias: true })
renderer.setSize(window.innerWidth, window.innerHeight)
renderer.shadowMap.enabled = true
renderer.shadowMap.type = THREE.VSMShadowMap
document.body.appendChild(renderer.domElement)

window.addEventListener('resize', () => {
  camera.aspect = window.innerWidth / window.innerHeight
  camera.updateProjectionMatrix()
  renderer.setSize(window.innerWidth, window.innerHeight)
})

const controls = new OrbitControls(camera, renderer.domElement)
controls.enableDamping = true
controls.target.y = 1

// Cuboid Collider
const cubeMesh = new THREE.Mesh(new THREE.BoxGeometry(1, 1, 1), new THREE.MeshNormalMaterial())
cubeMesh.castShadow = true
scene.add(cubeMesh)
const cubeBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(-5, 5, 0).setCanSleep(false))
const cubeShape = RAPIER.ColliderDesc.cuboid(0.5, 0.5, 0.5).setMass(1).setRestitution(0.5)
world.createCollider(cubeShape, cubeBody)
dynamicBodies.push([cubeMesh, cubeBody])

// Ball Collider
const sphereMesh = new THREE.Mesh(new THREE.SphereGeometry(), new THREE.MeshNormalMaterial())
sphereMesh.castShadow = true
scene.add(sphereMesh)
const sphereBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(-2.5, 5, 0).setCanSleep(false))
const sphereShape = RAPIER.ColliderDesc.ball(1).setMass(1).setRestitution(0.5)
world.createCollider(sphereShape, sphereBody)
dynamicBodies.push([sphereMesh, sphereBody])

// Cylinder Collider
const cylinderMesh = new THREE.Mesh(new THREE.CylinderGeometry(1, 1, 2, 16), new THREE.MeshNormalMaterial())
cylinderMesh.castShadow = true
scene.add(cylinderMesh)
const cylinderBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(0, 5, 0).setCanSleep(false))
const cylinderShape = RAPIER.ColliderDesc.cylinder(1, 1).setMass(1).setRestitution(0.5)
world.createCollider(cylinderShape, cylinderBody)
dynamicBodies.push([cylinderMesh, cylinderBody])

// ConvexHull Collider
const icosahedronMesh = new THREE.Mesh(new THREE.IcosahedronGeometry(1, 0), new THREE.MeshNormalMaterial())
icosahedronMesh.castShadow = true
scene.add(icosahedronMesh)
const icosahedronBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(2.5, 5, 0).setCanSleep(false))
const points = new Float32Array(icosahedronMesh.geometry.attributes.position.array)
const icosahedronShape = (RAPIER.ColliderDesc.convexHull(points) as RAPIER.ColliderDesc).setMass(1).setRestitution(0.5)
world.createCollider(icosahedronShape, icosahedronBody)
dynamicBodies.push([icosahedronMesh, icosahedronBody])

// Trimesh Collider
const torusKnotMesh = new THREE.Mesh(new THREE.TorusKnotGeometry(), new THREE.MeshNormalMaterial())
torusKnotMesh.castShadow = true
scene.add(torusKnotMesh)
const torusKnotBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(5, 5, 0))
const vertices = new Float32Array(torusKnotMesh.geometry.attributes.position.array)
let indices = new Uint32Array((torusKnotMesh.geometry.index as THREE.BufferAttribute).array)
const torusKnotShape = (RAPIER.ColliderDesc.trimesh(vertices, indices) as RAPIER.ColliderDesc).setMass(1).setRestitution(0.5)
world.createCollider(torusKnotShape, torusKnotBody)
dynamicBodies.push([torusKnotMesh, torusKnotBody])

// the floor (using a cuboid)
const floorMesh = new THREE.Mesh(new THREE.BoxGeometry(50, 1, 50), new THREE.MeshPhongMaterial())
floorMesh.receiveShadow = true
floorMesh.position.y = -1
scene.add(floorMesh)
const floorBody = world.createRigidBody(RAPIER.RigidBodyDesc.fixed().setTranslation(0, -1, 0))
const floorShape = RAPIER.ColliderDesc.cuboid(25, 0.5, 25)
world.createCollider(floorShape, floorBody)

// creating a shape from a loaded geometry. (Using OBJLoader)
new OBJLoader().loadAsync('models/suzanne.obj').then((object) => {
  //console.log(object)
  scene.add(object)
  const suzanneMesh = object.getObjectByName('Suzanne') as THREE.Mesh
  suzanneMesh.material = new THREE.MeshNormalMaterial()
  suzanneMesh.castShadow = true

  const suzanneBody = world.createRigidBody(RAPIER.RigidBodyDesc.dynamic().setTranslation(-1, 10, 0).setCanSleep(false))
  const points = new Float32Array(suzanneMesh.geometry.attributes.position.array)
  const suzanneShape = (RAPIER.ColliderDesc.convexHull(points) as RAPIER.ColliderDesc).setMass(1).setRestitution(0.5)
  world.createCollider(suzanneShape, suzanneBody)
  dynamicBodies.push([suzanneMesh, suzanneBody])
})

const car = new Car()
await car.loadCar(scene, [0, 2, 0]) // now calling `loadCar` outside of constructor, since async await won't wait if called in a constructor

// const car2 = new Car()
// await car2.loadCar(scene, [-2, 2, 0])

const raycaster = new THREE.Raycaster()
const mouse = new THREE.Vector2()

renderer.domElement.addEventListener('click', (e) => {
  mouse.set((e.clientX / renderer.domElement.clientWidth) * 2 - 1, -(e.clientY / renderer.domElement.clientHeight) * 2 + 1)

  raycaster.setFromCamera(mouse, camera)

  const intersects = raycaster.intersectObjects(
    dynamicBodies.flatMap((a) => a[0]),
    false
  )

  if (intersects.length) {
    dynamicBodies.forEach((b) => {
      b[0] === intersects[0].object && b[1].applyImpulse(new RAPIER.Vector3(0, 10, 0), true)
    })
  }
})

const stats = new Stats()
document.body.appendChild(stats.dom)

const gui = new GUI()
gui.add(rapierDebugRenderer, 'enabled').name('Rapier Degug Renderer')

const physicsFolder = gui.addFolder('Physics')
physicsFolder.add(world.gravity, 'x', -10.0, 10.0, 0.1)
physicsFolder.add(world.gravity, 'y', -10.0, 10.0, 0.1)
physicsFolder.add(world.gravity, 'z', -10.0, 10.0, 0.1)

const clock = new THREE.Clock()
let delta

function animate() {
  requestAnimationFrame(animate)

  delta = clock.getDelta()
  world.timestep = Math.min(delta, 0.1)
  world.step()

  for (let i = 0, n = dynamicBodies.length; i < n; i++) {
    dynamicBodies[i][0].position.copy(dynamicBodies[i][1].translation())
    dynamicBodies[i][0].quaternion.copy(dynamicBodies[i][1].rotation())
  }

  car.update()
  //car2.update()

  rapierDebugRenderer.update()

  controls.update()

  renderer.render(scene, camera)

  stats.update()
}

animate()

Rapier Javascript Docs (rapier.rs)

Rapier.js Repository (GitHub)

Rapier ImpulseJoint Motors Example

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