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 mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Fixed ground to attach one end of the joints. */ let rigid_body = RigidBodyBuilder::fixed(); let ground_handle = bodies.insert(rigid_body); /* * A rectangle on a motor with target position. */ for num in 0..9 { let x_pos = -6.0 + 1.5 * num as f32; let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![x_pos, 2.0]) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.1, 0.5); colliders.insert_with_parent(collider, handle, &mut bodies); let joint = RevoluteJointBuilder::new() .local_anchor1(point![x_pos, 1.5]) .local_anchor2(point![0.0, -0.5]) .motor_position( -std::f32::consts::PI + std::f32::consts::PI / 4.0 * num as f32, 1000.0, 150.0, ); impulse_joints.insert(ground_handle, handle, joint, true); } /* * A rectangle on a motor with limits. */ for num in 0..8 { let x_pos = -6.0 + 1.5 * num as f32; let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![x_pos, 4.5]) .rotation(std::f32::consts::PI) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.1, 0.5); colliders.insert_with_parent(collider, handle, &mut bodies); let joint = RevoluteJointBuilder::new() .local_anchor1(point![x_pos, 5.0]) .local_anchor2(point![0.0, -0.5]) .motor_velocity(1.5, 30.0) .motor_max_force(100.0) .limits([ -std::f32::consts::PI, -std::f32::consts::PI + std::f32::consts::PI / 4.0 * num as f32, ]); impulse_joints.insert(ground_handle, handle, joint, true); } /* * Set up the testbed. */ testbed.set_world_with_params( bodies, colliders, impulse_joints, multibody_joints, vector![0.0, 0.0], (), ); testbed.look_at(point![0.0, 0.0], 40.0); }