use na::Point3; use rapier3d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut joints = JointSet::new(); let rad = 0.4; let num = 100; let shift = 1.0; let mut body_handles = Vec::new(); for k in 0..num { for i in 0..num { let fk = k as f32; let fi = i as f32; let status = if i == 0 && (k % 4 == 0 || k == num - 1) { BodyStatus::Static } else { BodyStatus::Dynamic }; let rigid_body = RigidBodyBuilder::new(status) .translation(fk * shift, 0.0, fi * shift) .build(); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).build(); colliders.insert(collider, child_handle, &mut bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift)); joints.insert(&mut bodies, parent_handle, child_handle, joint); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; let parent_handle = body_handles[parent_index]; let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0)); joints.insert(&mut bodies, parent_handle, child_handle, joint); } body_handles.push(child_handle); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at( Point3::new(-110.0, -46.0, 170.0), Point3::new(54.0, -38.0, 29.0), ); } fn main() { let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); testbed.run() }