use crate::utils::character; use crate::utils::character::CharacterControlMode; use rapier_testbed2d::Testbed; use rapier2d::control::{KinematicCharacterController, PidController}; use rapier2d::prelude::*; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 0.75; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height)); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(collider, floor_handle, &mut bodies); let rigid_body = RigidBodyBuilder::fixed() .translation(Vector::new(-ground_size - ground_height, ground_size)); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_height, ground_size); colliders.insert_with_parent(collider, floor_handle, &mut bodies); let rigid_body = RigidBodyBuilder::fixed() .translation(Vector::new(ground_size + ground_height, ground_size)); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_height, ground_size); colliders.insert_with_parent(collider, floor_handle, &mut bodies); /* * Character we will control manually. */ let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(Vector::new(0.0, 0.3)); let character_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.15, 0.3); colliders.insert_with_parent(collider, character_handle, &mut bodies); /* * Tethered Ball */ let rad = 0.04; let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(Vector::new(1.0, 1.0)); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, child_handle, &mut bodies); let joint = RopeJointBuilder::new(2.0).local_anchor2(Vector::new(0.0, 0.0)); impulse_joints.insert(character_handle, child_handle, joint, true); /* * Callback to update the character based on user inputs. */ let mut control_mode = CharacterControlMode::Kinematic(0.1); let mut controller = KinematicCharacterController::default(); let mut pid = PidController::default(); testbed.add_callback(move |graphics, physics, _, _| { if let Some(graphics) = graphics { character::update_character( graphics, physics, &mut control_mode, &mut controller, &mut pid, character_handle, ); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(Vec2::new(0.0, 1.0), 100.0); }