use rapier2d::prelude::*; use rapier_testbed2d::Testbed; 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(); let rad = 1.0; let collider = ColliderBuilder::ball(rad); let count = 100; for x in 0..count { for y in 0..count { let rigid_body = RigidBodyBuilder::fixed().translation(vector![ (x as f32 - count as f32 / 2.0) * rad * 3.0, (y as f32 - count as f32 / 2.0) * rad * 3.0 ]); let handle = bodies.insert(rigid_body); colliders.insert_with_parent(collider.clone(), handle, &mut bodies); testbed.set_initial_body_color( handle, [ x as f32 / count as f32, (count - y) as f32 / count as f32, 0.5, ], ); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 0.0], 50.0); testbed.add_callback(move |graphics, physics, _, run| { let slow_time = run.timestep_id as f32 / 3.0; let intersection = physics.query_pipeline.intersection_with_shape( &physics.bodies, &physics.colliders, &Isometry::translation(slow_time.cos() * 10.0, slow_time.sin() * 10.0), &Ball::new(rad / 2.0), QueryFilter::default(), ); if let Some(graphics) = graphics { for (handle, _) in physics.bodies.iter() { graphics.set_body_color(handle, [0.5, 0.5, 0.5]); } if let Some(intersection) = intersection { let collider = physics.colliders.get(intersection).unwrap(); let body_handle = collider.parent().unwrap(); graphics.set_body_color(body_handle, [1.0, 0.0, 0.0]); } } }); }