use rapier_testbed3d::Testbed; use rapier3d::glamx::{DVec3, Vec3}; use rapier3d::na::ComplexField; 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 = DVec3::new(200.0, 1.0, 200.0); let nsubdivs = 20; let heights = Array2::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| { if i == 0 || i == nsubdivs || j == 0 || j == nsubdivs { 10.0 } else { let x = i as f64 * ground_size.x / (nsubdivs as f64); let z = j as f64 * ground_size.z / (nsubdivs as f64); // NOTE: make sure we use the sin/cos from simba to ensure // cross-platform determinism of the example when the // enhanced_determinism feature is enabled. ::sin(x) + ::cos(z) } }); // Here we will build our trimesh from the mesh representation of an // heightfield. let heightfield = HeightField::new(heights, ground_size); let (vertices, indices) = heightfield.to_trimesh(); let rigid_body = RigidBodyBuilder::fixed(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::trimesh(vertices, indices).unwrap(); colliders.insert_with_parent(collider, handle, &mut bodies); /* * Create the cubes */ let num = 8; let rad = 1.0; let shift = rad * 2.0 + rad; let centerx = shift * (num / 2) as f64; let centery = shift / 2.0; let centerz = shift * (num / 2) as f64; for j in 0usize..47 { for i in 0..num { for k in 0usize..num { let x = i as f64 * shift - centerx; let y = j as f64 * shift + centery + 3.0; let z = k as f64 * shift - centerz; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(DVec3::new(x, y, z)); let handle = bodies.insert(rigid_body); if j % 2 == 0 { let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, handle, &mut bodies); } else { let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, handle, &mut bodies); } } } } /* * 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); }