use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier2d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); /* * Ground */ let rad = 1.0; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -rad) .rotation(std::f32::consts::PI / 4.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).build(); colliders.insert(collider, handle, &mut bodies); // Build the dynamic box rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 3.0 * rad) .can_sleep(false) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).density(1.0).build(); colliders.insert(collider, handle, &mut bodies); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); // testbed.look_at(Point2::new(10.0, 10.0, 10.0), Point2::origin()); } fn main() { let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]); testbed.run() }