use kiss3d::color::Color; 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(); /* * Ground. */ let ground_size = 200.1; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height)); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create some boxes. */ let num = 10; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; for i in 0usize..num { let x = i as f32 * shift - centerx; let y = 3.0; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y)); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad); colliders.insert_with_parent(collider, handle, &mut bodies); testbed.set_initial_body_color(handle, Color::new(0.5, 0.5, 1.0, 1.0)); } /* * Create a cube that will have a ball-shaped sensor attached. */ // Rigid body so that the sensor can move. let sensor = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 10.0)); let sensor_handle = bodies.insert(sensor); // Solid cube attached to the sensor which // other colliders can touch. let collider = ColliderBuilder::cuboid(rad, rad); colliders.insert_with_parent(collider, sensor_handle, &mut bodies); // We create a collider desc without density because we don't // want it to contribute to the rigid body mass. let sensor_collider = ColliderBuilder::ball(rad * 5.0) .density(0.0) .sensor(true) .active_events(ActiveEvents::COLLISION_EVENTS); colliders.insert_with_parent(sensor_collider, sensor_handle, &mut bodies); testbed.set_initial_body_color(sensor_handle, Color::new(0.5, 1.0, 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[prox.collider1()].parent().unwrap(); let parent_handle2 = physics.colliders[prox.collider2()].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(Vec2::new(0.0, 1.0), 100.0); }