use rapier2d::prelude::*; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); let rad = 0.5; let positions = [vector![5.0, -1.0], vector![-5.0, -1.0]]; let platform_handles = std::array::IntoIter::new(positions) .map(|pos| { let rigid_body = RigidBodyBuilder::new_kinematic_position_based() .translation(pos) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad).build(); colliders.insert_with_parent(collider, handle, &mut bodies); handle }) .collect::>(); // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |mut graphics, physics, _, state| { let rot = state.time * -1.0; for rb_handle in &platform_handles { let rb = physics.bodies.get_mut(*rb_handle).unwrap(); rb.set_next_kinematic_rotation(rot); } if state.timestep_id % 10 == 0 { let x = rand::random::() * 10.0 - 5.0; let y = rand::random::() * 10.0 + 10.0; let rigid_body = RigidBodyBuilder::new_dynamic() .translation(vector![x, y]) .build(); let handle = physics.bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).build(); physics .colliders .insert_with_parent(collider, handle, &mut physics.bodies); if let Some(graphics) = &mut graphics { graphics.add_body(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.bodies.remove( handle, &mut physics.islands, &mut physics.colliders, &mut physics.joints, ); if let Some(graphics) = &mut graphics { graphics.remove_body(handle); } } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(point![0.0, 0.0], 20.0); }