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 mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); let rad = 0.4; let num = 10; let shift = 2.0; for l in 0..4 { let y = l as f32 * shift * (num as f32) * 3.0; for j in 0..50 { let x = j as f32 * shift * 4.0; let ground = RigidBodyBuilder::fixed().translation(Vec3::new(x, y, 0.0)); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, curr_parent, &mut bodies); for i in 0..num { // Create four bodies. let z = i as f32 * shift * 2.0 + shift; let positions = [ Pose3::translation(x, y, z), Pose3::translation(x + shift, y, z), Pose3::translation(x + shift, y, z + shift), Pose3::translation(x, y, z + shift), ]; let mut handles = [curr_parent; 4]; for k in 0..4 { let density = 1.0; let rigid_body = RigidBodyBuilder::dynamic().pose(positions[k]); handles[k] = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad).density(density); colliders.insert_with_parent(collider, handles[k], &mut bodies); } // Setup four impulse_joints. let x = Vec3::X; let z = Vec3::Z; let revs = [ RevoluteJointBuilder::new(z).local_anchor2(Vec3::new(0.0, 0.0, -shift)), RevoluteJointBuilder::new(x).local_anchor2(Vec3::new(-shift, 0.0, 0.0)), RevoluteJointBuilder::new(z).local_anchor2(Vec3::new(0.0, 0.0, -shift)), RevoluteJointBuilder::new(x).local_anchor2(Vec3::new(shift, 0.0, 0.0)), ]; impulse_joints.insert(curr_parent, handles[0], revs[0], true); impulse_joints.insert(handles[0], handles[1], revs[1], true); impulse_joints.insert(handles[1], handles[2], revs[2], true); impulse_joints.insert(handles[2], handles[3], revs[3], true); curr_parent = handles[3]; } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at( Vec3::new(478.0, 83.0, 228.0), Vec3::new(134.0, 83.0, -116.0), ); }