use na::{Point3, Vector3}; use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; pub fn build_block( testbed: &mut Testbed, bodies: &mut RigidBodySet, colliders: &mut ColliderSet, half_extents: Vector3, shift: Vector3, mut numx: usize, numy: usize, mut numz: usize, ) { let dimensions = [half_extents.xyz(), half_extents.zyx()]; let block_width = 2.0 * half_extents.z * numx as f32; let block_height = 2.0 * half_extents.y * numy as f32; let spacing = (half_extents.z * numx as f32 - half_extents.x) / (numz as f32 - 1.0); let mut color0 = Point3::new(0.7, 0.5, 0.9); let mut color1 = Point3::new(0.6, 1.0, 0.6); for i in 0..numy { std::mem::swap(&mut numx, &mut numz); let dim = dimensions[i % 2]; let y = dim.y * i as f32 * 2.0; for j in 0..numx { let x = if i % 2 == 0 { spacing * j as f32 * 2.0 } else { dim.x * j as f32 * 2.0 }; for k in 0..numz { let z = if i % 2 == 0 { dim.z * k as f32 * 2.0 } else { spacing * k as f32 * 2.0 }; // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation( x + dim.x + shift.x, y + dim.y + shift.y, z + dim.z + shift.z, ) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build(); colliders.insert(collider, handle, bodies); testbed.set_body_color(handle, color0); std::mem::swap(&mut color0, &mut color1); } } } // Close the top. let dim = half_extents.zxy(); for i in 0..(block_width / (dim.x as f32 * 2.0)) as usize { for j in 0..(block_width / (dim.z as f32 * 2.0)) as usize { // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation( i as f32 * dim.x * 2.0 + dim.x + shift.x, dim.y + shift.y + block_height, j as f32 * dim.z * 2.0 + dim.z + shift.z, ) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build(); colliders.insert(collider, handle, bodies); testbed.set_body_color(handle, color0); std::mem::swap(&mut color0, &mut color1); } } } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); /* * Ground */ let ground_size = 50.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -ground_height, 0.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); colliders.insert(collider, handle, &mut bodies); /* * Create the cubes */ let half_extents = Vector3::new(0.02, 0.1, 0.4) / 2.0 * 10.0; let mut block_height = 0.0; // These should only be set to odd values otherwise // the blocks won't align in the nicest way. let numy = [0, 9, 13, 17, 21, 41]; let mut num_blocks_built = 0; for i in (1..=5).rev() { let numx = i; let numy = numy[i]; let numz = numx * 3 + 1; let block_width = numx as f32 * half_extents.z * 2.0; build_block( testbed, &mut bodies, &mut colliders, half_extents, Vector3::new(-block_width / 2.0, block_height, -block_width / 2.0), numx, numy, numz, ); block_height += numy as f32 * half_extents.y * 2.0 + half_extents.x * 2.0; num_blocks_built += numx * numy * numz; } println!("Num keva blocks: {}", num_blocks_built); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin()); } fn main() { let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]); testbed.run() }