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+use na::Point3;
+use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
+use rapier3d::geometry::{ColliderBuilder, ColliderSet};
+use rapier_testbed3d::Testbed;
+
+pub fn init_world(testbed: &mut Testbed) {
+ /*
+ * World
+ */
+ let mut bodies = RigidBodySet::new();
+ let mut colliders = ColliderSet::new();
+ let joints = JointSet::new();
+
+ /*
+ * Ground
+ */
+ let ground_size = 200.0f32;
+ let ground_height = 1.0;
+ let nsubdivs = 20;
+
+ let quad = rapier3d::ncollide::procedural::quad(ground_size, ground_size, nsubdivs, nsubdivs);
+ let indices = quad
+ .flat_indices()
+ .chunks(3)
+ .map(|is| Point3::new(is[0], is[2], is[1]))
+ .collect();
+ let mut vertices = quad.coords;
+
+ // ncollide generates a quad with `z` as the normal.
+ // so we switch z and y here and set a random altitude at each point.
+ for p in vertices.iter_mut() {
+ p.z = p.y;
+ p.y = (p.x.sin() + p.z.cos()) * ground_height;
+
+ if p.x.abs() == ground_size / 2.0 || p.z.abs() == ground_size / 2.0 {
+ p.y = 10.0;
+ }
+ }
+
+ let rigid_body = RigidBodyBuilder::new_static().build();
+ let handle = bodies.insert(rigid_body);
+ let collider = ColliderBuilder::trimesh(vertices, indices).build();
+ colliders.insert(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 f32;
+ let centery = shift / 2.0;
+ let centerz = shift * (num / 2) as f32;
+
+ for j in 0usize..47 {
+ for i in 0..num {
+ for k in 0usize..num {
+ let x = i as f32 * shift - centerx;
+ let y = j as f32 * shift + centery + 3.0;
+ let z = k as f32 * shift - centerz;
+
+ // Build the rigid body.
+ let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
+ let handle = bodies.insert(rigid_body);
+
+ if j % 2 == 0 {
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
+ colliders.insert(collider, handle, &mut bodies);
+ } else {
+ let collider = ColliderBuilder::ball(rad).density(1.0).build();
+ colliders.insert(collider, handle, &mut bodies);
+ }
+ }
+ }
+ }
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world(bodies, colliders, joints);
+ testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
+}
+
+fn main() {
+ let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
+ testbed.run()
+}