use rapier2d::parry::transformation::voxelization::FillMode; use rapier2d::prelude::*; use rapier_testbed2d::Testbed; const VOXEL_SIZE: Real = 0.1; // 0.25; pub fn init_world(testbed: &mut Testbed) { /* * Voxel geometry type selection. */ // TODO: make the testbed support custom enums (or at least a list of option from strings and // associated constants). let settings = testbed.example_settings_mut(); let geometry_mode = settings.get_or_set_string( "Voxels mode", 0, vec!["PseudoCube".to_string(), "PseudoBall".to_string()], ); let falling_objects = settings.get_or_set_string( "Falling objects", 3, // Defaults to Mixed. vec![ "Ball".to_string(), "Cuboid".to_string(), "Capsule".to_string(), "Mixed".to_string(), ], ); let voxel_size_y = settings.get_or_set_f32("Voxel size y", 1.0, 0.5..=2.0); let voxel_size = Vector::new(1.0, voxel_size_y); let primitive_geometry = if geometry_mode == 0 { VoxelPrimitiveGeometry::PseudoCube } else { VoxelPrimitiveGeometry::PseudoBall }; /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Create dynamic objects to fall on voxels. */ let nx = 50; for i in 0..nx { for j in 0..10 { let rb = RigidBodyBuilder::dynamic().translation(vector![ i as f32 * 2.0 - nx as f32 / 2.0, 20.0 + j as f32 * 2.0 ]); let rb_handle = bodies.insert(rb); let falling_objects = if falling_objects == 3 { j % 3 } else { falling_objects }; let ball_radius = 0.5; let co = match falling_objects { 0 => ColliderBuilder::ball(ball_radius), 1 => ColliderBuilder::cuboid(ball_radius, ball_radius), 2 => ColliderBuilder::capsule_y(ball_radius, ball_radius), _ => unreachable!(), }; colliders.insert_with_parent(co, rb_handle, &mut bodies); } } /* * Voxelization. */ let polyline = vec![ point![0.0, 0.0], point![0.0, 10.0], point![7.0, 4.0], point![14.0, 10.0], point![14.0, 0.0], point![13.0, 7.0], point![7.0, 2.0], point![1.0, 7.0], ]; let indices: Vec<_> = (0..polyline.len() as u32) .map(|i| [i, (i + 1) % polyline.len() as u32]) .collect(); let rb = bodies.insert(RigidBodyBuilder::fixed().translation(vector![-20.0, -10.0])); let shape = SharedShape::voxelized_mesh( primitive_geometry, &polyline, &indices, 0.2, FillMode::default(), ); colliders.insert_with_parent(ColliderBuilder::new(shape), rb, &mut bodies); /* * A voxel wavy floor. */ let voxels: Vec<_> = (0..300) .map(|i| { let y = (i as f32 / 20.0).sin().clamp(-0.5, 0.5) * 20.0; point![(i as f32 - 125.0) * voxel_size.x / 2.0, y * voxel_size.y] }) .collect(); colliders.insert(ColliderBuilder::voxels_from_points( primitive_geometry, voxel_size, &voxels, )); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 20.0], 17.0); }