use kiss3d::color::Color; use rapier_testbed3d::Testbed; use rapier3d::prelude::*; fn create_wall( testbed: &mut Testbed, bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector, stack_height: usize, half_extents: Vector, ) { let shift = half_extents * 2.0; let mut k = 0; for i in 0usize..stack_height { for j in i..stack_height { let fj = j as f32; let fi = i as f32; let x = offset.x; let y = fi * shift.y + offset.y; let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z - stack_height as f32 * half_extents.z; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y, z)); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z); colliders.insert_with_parent(collider, handle, bodies); k += 1; if k % 2 == 0 { testbed .set_initial_body_color(handle, Color::new(1., 131. / 255., 244.0 / 255., 1.0)); } else { testbed .set_initial_body_color(handle, Color::new(131. / 255., 1., 244.0 / 255., 1.0)); } } } } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 50.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0)); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the pyramids. */ let num_z = 8; let num_x = 5; let shift_y = ground_height + 0.5; let shift_z = (num_z as f32 + 2.0) * 2.0; for i in 0..num_x { let x = i as f32 * 6.0; create_wall( testbed, &mut bodies, &mut colliders, Vector::new(x, shift_y, 0.0), num_z, Vector::new(0.5, 0.5, 1.0), ); create_wall( testbed, &mut bodies, &mut colliders, Vector::new(x, shift_y, shift_z), num_z, Vector::new(0.5, 0.5, 1.0), ); } /* * Create two very fast rigid-bodies. * The first one has CCD enabled and a sensor collider attached to it. * The second one has CCD enabled and a collider attached to it. */ let collider = ColliderBuilder::ball(1.0) .density(10.0) .sensor(true) .active_events(ActiveEvents::COLLISION_EVENTS); let rigid_body = RigidBodyBuilder::dynamic() .linvel(Vector::new(1000.0, 0.0, 0.0)) .translation(Vector::new(-20.0, shift_y + 2.0, 0.0)) .ccd_enabled(true); let sensor_handle = bodies.insert(rigid_body); colliders.insert_with_parent(collider, sensor_handle, &mut bodies); // Second rigid-body with CCD enabled. let collider = ColliderBuilder::ball(1.0).density(10.0); let rigid_body = RigidBodyBuilder::dynamic() .linvel(Vector::new(1000.0, 0.0, 0.0)) .translation(Vector::new(-20.0, shift_y + 2.0, shift_z)) .ccd_enabled(true); let handle = bodies.insert(rigid_body); colliders.insert_with_parent(collider.clone(), handle, &mut bodies); testbed.set_initial_body_color(handle, Color::new(0.2, 0.2, 1.0, 1.0)); // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |mut graphics, physics, events, _| { while let Ok(prox) = events.collision_events.try_recv() { let color = if prox.started() { Color::new(1.0, 1.0, 0.0, 1.0) } else { Color::new(0.5, 0.5, 1.0, 1.0) }; let parent_handle1 = physics .colliders .get(prox.collider1()) .unwrap() .parent() .unwrap(); let parent_handle2 = physics .colliders .get(prox.collider2()) .unwrap() .parent() .unwrap(); if let Some(graphics) = &mut graphics { if parent_handle1 != ground_handle && parent_handle1 != sensor_handle { graphics.set_body_color(parent_handle1, color, false); } if parent_handle2 != ground_handle && parent_handle2 != sensor_handle { graphics.set_body_color(parent_handle2, color, false); } } } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(Vec3::new(100.0, 100.0, 100.0), Vec3::ZERO); }