use rapier_testbed2d::Testbed; use rapier2d::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(); #[allow(clippy::excessive_precision)] let mut ps1 = [ Vector::new(16.0, 0.0), Vector::new(14.93803712795643, 5.133601056842984), Vector::new(13.79871746027416, 10.24928069555078), Vector::new(12.56252963284711, 15.34107019122473), Vector::new(11.20040987372525, 20.39856541571217), Vector::new(9.66521217819836, 25.40369899225096), Vector::new(7.87179930638133, 30.3179337000085), Vector::new(5.635199558196225, 35.03820717801641), Vector::new(2.405937953536585, 39.09554102558315), ]; #[allow(clippy::excessive_precision)] let mut ps2 = [ Vector::new(24.0, 0.0), Vector::new(22.33619528222415, 6.02299846205841), Vector::new(20.54936888969905, 12.00964361211476), Vector::new(18.60854610798073, 17.9470321677465), Vector::new(16.46769273811807, 23.81367936585418), Vector::new(14.05325025774858, 29.57079353071012), Vector::new(11.23551045834022, 35.13775818285372), Vector::new(7.752568160730571, 40.30450679009583), Vector::new(3.016931552701656, 44.28891593799322), ]; let scale = 0.25; let friction = 0.6; for i in 0..9 { ps1[i] *= scale; ps2[i] *= scale; } /* * Ground */ let collider = ColliderBuilder::segment(Vector::new(-100.0, 0.0), Vector::new(100.0, 0.0)).friction(0.6); colliders.insert(collider); /* * Create the arch */ for i in 0..8 { let ps = [ps1[i], ps2[i], ps2[i + 1], ps1[i + 1]]; let rigid_body = RigidBodyBuilder::dynamic(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::convex_hull(&ps) .unwrap() .friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); } for i in 0..8 { let ps = [ Vector::new(-ps2[i].x, ps2[i].y), Vector::new(-ps1[i].x, ps1[i].y), Vector::new(-ps1[i + 1].x, ps1[i + 1].y), Vector::new(-ps2[i + 1].x, ps2[i + 1].y), ]; let rigid_body = RigidBodyBuilder::dynamic(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::convex_hull(&ps) .unwrap() .friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); } { let ps = [ ps1[8], ps2[8], Vector::new(-ps1[8].x, ps1[8].y), Vector::new(-ps2[8].x, ps2[8].y), ]; let rigid_body = RigidBodyBuilder::dynamic(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::convex_hull(&ps) .unwrap() .friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); } for i in 0..4 { let rigid_body = RigidBodyBuilder::dynamic() .translation(Vector::new(0.0, 0.5 + ps2[8].y + 1.0 * i as f32)); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(2.0, 0.5).friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(Vec2::new(0.0, 2.5), 20.0); }