use rapier3d::prelude::*; use rapier_testbed3d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::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) { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![fk * shift, 0.0, fi * shift]); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, child_handle, &mut bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift]); impulse_joints.insert(parent_handle, child_handle, joint, true); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; let parent_handle = body_handles[parent_index]; let joint = SphericalJointBuilder::new().local_anchor2(point![-shift, 0.0, 0.0]); impulse_joints.insert(parent_handle, child_handle, joint, true); } body_handles.push(child_handle); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![-110.0, -46.0, 170.0], point![54.0, -38.0, 29.0]); }