use na::Point2; use rapier2d::dynamics::{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 rigid_body = RigidBodyBuilder::new_static().build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, 1.2).build(); colliders.insert(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::new_static() .rotation(std::f32::consts::FRAC_PI_2) .translation(ground_size, ground_size * 4.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size * 4.0, 1.2).build(); colliders.insert(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::new_static() .rotation(std::f32::consts::FRAC_PI_2) .translation(-ground_size, ground_size * 4.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size * 4.0, 1.2).build(); colliders.insert(collider, handle, &mut bodies); /* * Create the cubes */ let num = 26; let numy = num * 5; let rad = 0.5; let shift = rad * 2.0; let shifty = rad * 5.0; let centerx = shift * (num as f32) / 2.0; let centery = shift / 2.0; for i in 0..num { for j in 0usize..numy { let x = i as f32 * shift - centerx; let y = j as f32 * shifty + centery + 3.0; // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_y(rad * 1.5, 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, 50.0), 10.0); } fn main() { let testbed = Testbed::from_builders(0, vec![("Balls", init_world)]); testbed.run() }