use rapier2d::prelude::*; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::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_with_parent(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 { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; // Build the rigid body. let rigid_body = RigidBodyBuilder::new(status).translation(vector![x, y]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, handle, &mut bodies); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 2.5], 5.0); }