use na::{Point2, Unit, Vector2}; use rapier2d::dynamics::{JointSet, PrismaticJoint, 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 mut joints = JointSet::new(); /* * Create the balls */ // Build the rigid body. let rad = 0.4; let num = 10; let shift = 1.0; for l in 0..25 { let y = l as f32 * shift * (num as f32 + 2.0) * 2.0; for j in 0..50 { let x = j as f32 * shift * 4.0; let ground = RigidBodyBuilder::new_static().translation(x, y).build(); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad).build(); colliders.insert(collider, curr_parent, &mut bodies); for i in 0..num { let y = y - (i + 1) as f32 * shift; let density = 1.0; let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build(); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).density(density).build(); colliders.insert(collider, curr_child, &mut bodies); let axis = if i % 2 == 0 { Unit::new_normalize(Vector2::new(1.0, 1.0)) } else { Unit::new_normalize(Vector2::new(-1.0, 1.0)) }; let mut prism = PrismaticJoint::new(Point2::origin(), axis, Point2::new(0.0, shift), axis); prism.limits_enabled = true; prism.limits[0] = -1.5; prism.limits[1] = 1.5; joints.insert(&mut bodies, curr_parent, curr_child, prism); curr_parent = curr_child; } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point2::new(80.0, 80.0), 15.0); } fn main() { let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); testbed.run() }