use rapier3d::prelude::*; use rapier_testbed3d::Testbed; fn create_pyramid( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector, stack_height: usize, rad: f32, ) { let shift = rad * 2.0; for i in 0usize..stack_height { for j in i..stack_height { let fj = j as f32; let fi = i as f32; let x = (fi * shift / 2.0) + (fj - fi) * shift; let y = fi * shift; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, 0.0] + offset); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, handle, bodies); } } } pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); let rad = 0.5; let pyramid_count = 40; let spacing = 4.0; /* * Ground */ let ground_size = 50.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid( ground_size, ground_height, pyramid_count as f32 * spacing / 2.0 + ground_size, ); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the cubes */ for pyramid_index in 0..pyramid_count { let bottomy = rad; create_pyramid( &mut bodies, &mut colliders, vector![ 0.0, bottomy, (pyramid_index as f32 - pyramid_count as f32 / 2.0) * spacing ], 20, rad, ); } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![100.0, 100.0, 100.0], Point::origin()); }