Files
rapier/examples3d/debug_disabled3.rs
Sébastien Crozet 0b7c3b34ec feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
2026-01-09 17:26:36 +01:00

60 lines
2.2 KiB
Rust

use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
pub fn init_world(testbed: &mut Testbed) {
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let rad = 0.5;
/*
* Ground
*/
let ground_size = 10.1;
let ground_height = 2.1;
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Platform that will be enabled/disabled.
*/
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 5.0, 0.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(5.0, 1.0, 5.0);
let handle_to_disable = colliders.insert_with_parent(collider, handle, &mut bodies);
// Callback that will be executed on the main loop to handle proximities.
testbed.add_callback(move |mut graphics, physics, _, run_state| {
if run_state.timestep_id % 250 == 0 {
let co = &mut physics.colliders[handle_to_disable];
let enabled = co.is_enabled();
co.set_enabled(!enabled);
println!("Platform is now enabled: {}", co.is_enabled());
}
if run_state.timestep_id % 25 == 0 {
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 20.0, 0.0));
let handle = physics.bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
physics
.colliders
.insert_with_parent(collider, handle, &mut physics.bodies);
if let Some(graphics) = &mut graphics {
graphics.add_body(handle, &physics.bodies, &physics.colliders);
}
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec3::new(30.0, 4.0, 30.0), Vec3::new(0.0, 1.0, 0.0));
}