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(); /* * Create the boxes */ let num = 30; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; let centery = shift * num as f32 / 2.0; for i in 0usize..num { for j in 0usize..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift - centery; // Build the rigid body. 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); } } /* * Setup a velocity-based kinematic rigid body. */ let platform_body = RigidBodyBuilder::kinematic_velocity_based(); let velocity_based_platform_handle = bodies.insert(platform_body); let sides = [ (10.0, 0.25, vector![0.0, 10.0]), (10.0, 0.25, vector![0.0, -10.0]), (0.25, 10.0, vector![10.0, 0.0]), (0.25, 10.0, vector![-10.0, 0.0]), ]; let balls = [ (1.25, vector![6.0, 6.0]), (1.25, vector![-6.0, 6.0]), (1.25, vector![6.0, -6.0]), (1.25, vector![-6.0, -6.0]), ]; for (hx, hy, pos) in sides { let collider = ColliderBuilder::cuboid(hx, hy).translation(pos); colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies); } for (r, pos) in balls { let collider = ColliderBuilder::ball(r).translation(pos); colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies); } /* * Setup a callback to control the platform. */ testbed.add_callback(move |_, physics, _, _| { // Update the velocity-based kinematic body by setting its velocity. if let Some(platform) = physics.bodies.get_mut(velocity_based_platform_handle) { platform.set_angvel(-0.15, true); } }); /* * Run the simulation. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 1.0], 40.0); }