use kiss3d::color::Color; use rapier_testbed3d::Testbed; use rapier3d::prelude::*; 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 = 200.1; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0)); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size); colliders.insert_with_parent(collider, handle, &mut bodies); /* * Create the cubes */ let num = 4000; let width = 1.0; let thickness = 0.1; let colors = [ Color::new(0.7, 0.5, 0.9, 1.0), Color::new(0.6, 1.0, 0.6, 1.0), ]; let mut curr_angle = 0.0; let mut curr_rad = 10.0; let mut prev_angle; let mut skip = 0; for i in 0..num { let perimeter = 2.0 * std::f32::consts::PI * curr_rad; let spacing = thickness * 4.0; prev_angle = curr_angle; curr_angle += 2.0 * std::f32::consts::PI * spacing / perimeter; let (x, z) = curr_angle.sin_cos(); // Build the rigid body. let two_pi = 2.0 * std::f32::consts::PI; let nudged = curr_angle % two_pi < prev_angle % two_pi; let tilt = if nudged || i == num - 1 { 0.2 } else { 0.0 }; if skip == 0 { let rot = Rotation::from_rotation_y(curr_angle); let tilt_axis = rot * Vector::Z; let tilt_rot = Rotation::from_axis_angle(tilt_axis, tilt); let position = Pose::from_parts( Vector::new(x * curr_rad, width * 2.0 + ground_height, z * curr_rad), tilt_rot * rot, ); let rigid_body = RigidBodyBuilder::dynamic().pose(position); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(thickness, width * 2.0, width); colliders.insert_with_parent(collider, handle, &mut bodies); testbed.set_initial_body_color(handle, colors[i % 2]); } else { skip -= 1; } if nudged { skip = 5; } curr_rad += 1.5 / perimeter; } /* * 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); }