use na::{Point3, Unit, Vector3}; use rapier3d::dynamics::{JointSet, PrismaticJoint, 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 = 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::new_static().translation(x, y, z).build(); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(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::new_dynamic().translation(x, y, z).build(); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad) .density(density) .build(); colliders.insert(collider, curr_child, &mut bodies); let axis = if i % 2 == 0 { Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0)) } else { Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0)) }; let z = Vector3::z(); let mut prism = PrismaticJoint::new( Point3::origin(), axis, z, Point3::new(0.0, 0.0, -shift), axis, z, ); prism.limits_enabled = true; prism.limits[0] = -2.0; prism.limits[1] = 2.0; joints.insert(&mut bodies, curr_parent, curr_child, prism); curr_parent = curr_child; } } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at( Point3::new(262.0, 63.0, 124.0), Point3::new(101.0, 4.0, -3.0), ); } fn main() { let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); testbed.run() }