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(); /* * Create the balls */ // Build the rigid body. // NOTE: a smaller radius (e.g. 0.1) breaks Box2D so // in order to be able to compare rapier with Box2D, // we set it to 0.4. let rad = 0.4; let numi = 10; // Num vertical nodes. let numk = 10; // Num horizontal nodes. let shift = 1.0; let mut body_handles = Vec::new(); for k in 0..numk { for i in 0..numi { let fk = k as f32; let fi = i as f32; let status = if i == 0 && k == 0 { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![fk * shift, -fi * shift]); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, child_handle, &mut bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = RevoluteJointBuilder::new().local_anchor2(point![0.0, shift]); impulse_joints.insert(parent_handle, child_handle, joint, true); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - numi; let parent_handle = body_handles[parent_index]; let joint = RevoluteJointBuilder::new().local_anchor2(point![-shift, 0.0]); impulse_joints.insert(parent_handle, child_handle, joint, true); } body_handles.push(child_handle); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![numk as f32 * rad, numi as f32 * -rad], 20.0); }