use rapier3d::prelude::*; use rapier_testbed3d::Testbed; fn create_pyramid( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector, stack_height: usize, half_extents: Vector, ) { let shift = half_extents * 2.5; for i in 0usize..stack_height { for j in i..stack_height { for k in i..stack_height { let fi = i as f32; let fj = j as f32; let fk = k as f32; let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x - stack_height as f32 * half_extents.x; let y = fi * shift.y + offset.y; let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z - stack_height as f32 * half_extents.z; // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation(vector![x, y, z]) .build(); let rigid_body_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z).build(); colliders.insert_with_parent(collider, rigid_body_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(); /* * Ground */ let ground_size = 50.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(vector![0.0, -ground_height, 0.0]) .build(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the cubes */ let cube_size = 1.0; let hext = Vector::repeat(cube_size); let bottomy = cube_size; create_pyramid( &mut bodies, &mut colliders, vector![0.0, bottomy, 0.0], 24, hext, ); /* * 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()); }