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 = 5; let shift = 1.0; let mut body_handles = Vec::new(); for m in 0..10 { let z = m as f32 * shift * (num as f32 + 2.0); for l in 0..10 { let y = l as f32 * shift * 3.0; for j in 0..5 { let x = j as f32 * shift * (num as f32) * 2.0; for k in 0..num { for i in 0..num { let fk = k as f32; let fi = i as f32; // NOTE: the num - 2 test is to avoid two consecutive // fixed bodies. Because physx will crash if we add // a joint between these. let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![ x + fk * shift, y, z + 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 = FixedJointBuilder::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 = FixedJointBuilder::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![-38.0, 14.0, 108.0], point![46.0, 12.0, 23.0]); }