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; for m in 0..8 { let z = m as f32 * shift * (num as f32 + 2.0); for l in 0..8 { let y = l as f32 * shift * (num as f32) * 2.0; for j in 0..50 { let x = j as f32 * shift * 4.0; let ground = RigidBodyBuilder::fixed().translation(vector![x, y, z]); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, curr_parent, &mut bodies); for i in 0..num { let z = z + (i + 1) as f32 * shift; let density = 1.0; let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad).density(density); colliders.insert_with_parent(collider, curr_child, &mut bodies); let axis = if i % 2 == 0 { UnitVector::new_normalize(vector![1.0, 1.0, 0.0]) } else { UnitVector::new_normalize(vector![-1.0, 1.0, 0.0]) }; let prism = PrismaticJointBuilder::new(axis) .local_anchor2(point![0.0, 0.0, -shift]) .limits([-2.0, 0.0]); impulse_joints.insert(curr_parent, curr_child, prism, true); curr_parent = curr_child; } } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![262.0, 63.0, 124.0], point![101.0, 4.0, -3.0]); }