use na::Point2; use rapier2d::dynamics::{BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet}; use rapier2d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed2d::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 = 25.0; /* let ground_shape = ShapeHandle::new(Cuboid::new(Vector2::new(ground_size, 1.0))); let ground_handle = bodies.insert(Ground::new()); let co = ColliderDesc::new(ground_shape) .translation(-Vector2::y()) .build(BodyPartHandle(ground_handle, 0)); colliders.insert(co); */ /* * Create the balls */ let num = 50; let rad = 1.0; let shiftx = rad * 2.5; let shifty = rad * 2.0; let centerx = shiftx * (num as f32) / 2.0; let centery = shifty / 2.0; for i in 0..num { for j in 0usize..num * 5 { let x = i as f32 * shiftx - centerx; let y = j as f32 * shifty + centery; let status = if j == 0 { BodyStatus::Static } else { BodyStatus::Dynamic }; // Build the rigid body. let rigid_body = RigidBodyBuilder::new(status).translation(x, y).build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).build(); colliders.insert(collider, handle, &mut bodies); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point2::new(0.0, 2.5), 5.0); } fn main() { let testbed = Testbed::from_builders(0, vec![("Balls", init_world)]); testbed.run() }