use rapier2d::prelude::*; use rapier_testbed2d::Testbed; use std::f32::consts::PI; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 5.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(collider, floor_handle, &mut bodies); /* * Character we will control manually. */ let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0]); let character_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_y(0.3, 0.15); colliders.insert_with_parent(collider, character_handle, &mut bodies); testbed.set_initial_body_color(character_handle, [0.8, 0.1, 0.1]); /* * Create the cubes */ let num = 8; let rad = 0.1; let shift = rad * 2.0; let centerx = shift * (num / 2) as f32; let centery = rad; for j in 0usize..4 { for i in 0..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery; let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad); colliders.insert_with_parent(collider, handle, &mut bodies); } } /* * Create some stairs. */ let stair_width = 1.0; let stair_height = 0.1; for i in 0..10 { let x = i as f32 * stair_width / 2.0; let y = i as f32 * stair_height * 1.5 + 3.0; let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0) .translation(vector![x, y]); colliders.insert(collider); } /* * Create a slope we can climb. */ let slope_angle = 0.2; let slope_size = 2.0; let collider = ColliderBuilder::cuboid(slope_size, ground_height) .translation(vector![ground_size + slope_size, -ground_height + 0.4]) .rotation(slope_angle); colliders.insert(collider); /* * Create a slope we can’t climb. */ let impossible_slope_angle = 0.9; let impossible_slope_size = 2.0; let collider = ColliderBuilder::cuboid(slope_size, ground_height) .translation(vector![ ground_size + slope_size * 2.0 + impossible_slope_size - 0.9, -ground_height + 2.3 ]) .rotation(impossible_slope_angle); colliders.insert(collider); /* * Create a wall we can’t climb. */ let wall_angle = PI / 2.; let wall_size = 2.0; let wall_pos = vector![ ground_size + slope_size * 2.0 + impossible_slope_size + 0.35, -ground_height + 2.5 * 2.3 ]; let collider = ColliderBuilder::cuboid(wall_size, ground_height) .translation(wall_pos) .rotation(wall_angle); colliders.insert(collider); let collider = ColliderBuilder::cuboid(wall_size, ground_height).translation(wall_pos); colliders.insert(collider); /* * Create a moving platform. */ let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5]); // .rotation(-0.3); let platform_handle = bodies.insert(body); let collider = ColliderBuilder::cuboid(2.0, ground_height); colliders.insert_with_parent(collider, platform_handle, &mut bodies); /* * More complex ground. */ let ground_size = Vector::new(10.0, 1.0); let nsubdivs = 20; let heights = DVector::from_fn(nsubdivs + 1, |i, _| { (i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() * 1.5 }); let collider = ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0]); colliders.insert(collider); /* * A tilting dynamic body with a limited joint. */ let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0]); let ground_handle = bodies.insert(ground); let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0]); let handle = bodies.insert(body); let collider = ColliderBuilder::cuboid(1.0, 0.1); colliders.insert_with_parent(collider, handle, &mut bodies); let joint = RevoluteJointBuilder::new().limits([-0.3, 0.3]); impulse_joints.insert(ground_handle, handle, joint, true); /* * Setup a callback to move the platform. */ testbed.add_callback(move |_, physics, _, run_state| { let linvel = vector![ (run_state.time * 2.0).sin() * 2.0, (run_state.time * 5.0).sin() * 1.5 ]; // let angvel = run_state.time.sin() * 0.5; // Update the velocity-based kinematic body by setting its velocity. if let Some(platform) = physics.bodies.get_mut(platform_handle) { platform.set_linvel(linvel, true); // NOTE: interaction with rotating platforms isn’t handled very well yet. // platform.set_angvel(angvel, true); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.set_character_body(character_handle); testbed.look_at(point![0.0, 1.0], 100.0); }