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(); let num = 80; let rad = 0.5; /* * Ground */ let ground_size = num as f32 * rad * 10.0; let ground_thickness = 1.0; let rigid_body = RigidBodyBuilder::fixed(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_thickness); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the cubes */ let shiftx_centerx = [ (rad * 2.0 + 0.0002, -(num as f32) * rad * 2.0 * 1.5), (rad * 2.0 + rad, num as f32 * rad * 2.0 * 1.5), ]; for (shiftx, centerx) in shiftx_centerx { let shifty = rad * 2.0; let centery = shifty / 2.0 + ground_thickness; for i in 0..num { for j in 0usize..1 + i * 2 { let fj = j as f32; let fi = i as f32; let x = (fj - fi) * shiftx + centerx; let y = (num as f32 - fi - 1.0) * shifty + centery; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, 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); }