use na::{Isometry3, Point3, Vector3}; use rapier3d::dynamics::{JointSet, RevoluteJoint, 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 = 10; let shift = 2.0; for l in 0..4 { let y = l as f32 * shift * (num as f32) * 3.0; for j in 0..50 { let x = j as f32 * shift * 4.0; let ground = RigidBodyBuilder::new_static() .translation(x, y, 0.0) .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 { // Create four bodies. let z = i as f32 * shift * 2.0 + shift; let positions = [ Isometry3::translation(x, y, z), Isometry3::translation(x + shift, y, z), Isometry3::translation(x + shift, y, z + shift), Isometry3::translation(x, y, z + shift), ]; let mut handles = [curr_parent; 4]; for k in 0..4 { let density = 1.0; let rigid_body = RigidBodyBuilder::new_dynamic() .position(positions[k]) .build(); handles[k] = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad) .density(density) .build(); colliders.insert(collider, handles[k], &mut bodies); } // Setup four joints. let o = Point3::origin(); let x = Vector3::x_axis(); let z = Vector3::z_axis(); let revs = [ RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x), RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z), RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x), ]; joints.insert(&mut bodies, curr_parent, handles[0], revs[0]); joints.insert(&mut bodies, handles[0], handles[1], revs[1]); joints.insert(&mut bodies, handles[1], handles[2], revs[2]); joints.insert(&mut bodies, handles[2], handles[3], revs[3]); curr_parent = handles[3]; } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at( Point3::new(478.0, 83.0, 228.0), Point3::new(134.0, 83.0, -116.0), ); } fn main() { let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]); testbed.run() }