use rapier2d::prelude::*; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); let rad = 0.5; let positions = [vector![5.0, -1.0], vector![-5.0, -1.0]]; let platform_handles = std::array::IntoIter::new(positions) .map(|pos| { let rigid_body = RigidBodyBuilder::new_kinematic_position_based() .translation(pos) // .ccd_enabled(true) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad) .active_events(ActiveEvents::CONTACT_EVENTS) .build(); let coll_handle = colliders.insert_with_parent(collider, handle, &mut bodies); (pos, handle, coll_handle) }) .collect::>(); let mut rotation = 0.0; // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |mut graphics, physics, events, state| { let rot = state.time * -1.0; let pos = state.time.sin() * 5.0; for (p, i, _) in platform_handles.iter() { let mut c = physics.bodies.get_mut(*i).unwrap(); c.set_next_kinematic_rotation(rot); //c.set_next_kinematic_translation(vector![pos, 0.0]); } if state.timestep_id % 10 == 0 { let x = rand::random::() * 10.0 - 5.0; let y = rand::random::() * 10.0 + 10.0; let rigid_body = RigidBodyBuilder::new_dynamic() .translation(vector![x, y]) // .ccd_enabled(true) .build(); let handle = physics.bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).build(); physics .colliders .insert_with_parent(collider, handle, &mut physics.bodies); if let Some(graphics) = &mut graphics { graphics.add_body(handle, &physics.bodies, &physics.colliders); } } // let to_remove: Vec<_> = physics // .bodies // .iter() // .filter(|(_, b)| b.position().translation.vector.y < -10.0) // .map(|e| e.0) // .collect(); // for handle in to_remove { // physics.bodies.remove( // handle, // &mut physics.islands, // &mut physics.colliders, // &mut physics.joints, // ); // // if let Some(graphics) = &mut graphics { // graphics.remove_body(handle); // } // } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(point![0.0, 0.0], 20.0); }