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(); /* * Ground. */ let ground_size = 10.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(collider, handle, &mut bodies); /* * Create the boxes */ let num = 6; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; let centery = shift / 2.0 + 3.04; 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 position-based kinematic rigid body. */ let platform_body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-10.0 * rad, 1.5 + 0.8]); let velocity_based_platform_handle = bodies.insert(platform_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad); colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies); /* * Setup a velocity-based kinematic rigid body. */ let platform_body = RigidBodyBuilder::kinematic_position_based() .translation(vector![-10.0 * rad, 2.0 + 1.5 + 0.8]); let position_based_platform_handle = bodies.insert(platform_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad); colliders.insert_with_parent(collider, position_based_platform_handle, &mut bodies); /* * Setup a callback to control the platform. */ testbed.add_callback(move |_, physics, _, run_state| { let velocity = vector![run_state.time.sin() * 5.0, (run_state.time * 5.0).sin()]; // Update the velocity-based kinematic body by setting its velocity. if let Some(platform) = physics.bodies.get_mut(velocity_based_platform_handle) { platform.set_linvel(velocity, true); } // Update the position-based kinematic body by setting its next position. if let Some(platform) = physics.bodies.get_mut(position_based_platform_handle) { let mut next_tra = *platform.translation(); next_tra += velocity * physics.integration_parameters.dt; platform.set_next_kinematic_translation(next_tra); } }); /* * Run the simulation. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 1.0], 40.0); }