use na::Point2; use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier2d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { let bodies = RigidBodySet::new(); let colliders = ColliderSet::new(); let joints = JointSet::new(); let rad = 0.5; // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |window, physics, _, graphics, _| { let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 10.0) .build(); let handle = physics.bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).density(1.0).build(); physics .colliders .insert(collider, handle, &mut physics.bodies); graphics.add(window, handle, &physics.bodies, &physics.colliders); let to_remove: Vec<_> = physics .bodies .iter() .filter(|(_, b)| b.position.translation.vector.y < -10.0) .map(|e| e.0) .collect(); for handle in to_remove { physics.pipeline.remove_rigid_body( handle, &mut physics.broad_phase, &mut physics.narrow_phase, &mut physics.bodies, &mut physics.colliders, &mut physics.joints, ); graphics.remove_body_nodes(window, handle); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point2::new(0.0, 0.0), 20.0); } fn main() { let testbed = Testbed::from_builders(0, vec![("Add-remove", init_world)]); testbed.run() }