use rapier2d::na::ComplexField; 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 = 50.0; let nsubdivs = 2000; let step_size = ground_size / (nsubdivs as f32); let mut points = Vec::new(); points.push(point![-ground_size / 2.0, 40.0]); for i in 1..nsubdivs - 1 { let x = -ground_size / 2.0 + i as f32 * step_size; let y = ComplexField::cos(i as f32 * step_size) * 2.0; points.push(point![x, y]); } points.push(point![ground_size / 2.0, 40.0]); let rigid_body = RigidBodyBuilder::fixed(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::polyline(points, None); colliders.insert_with_parent(collider, handle, &mut bodies); /* * Create the cubes */ let num = 20; let rad = 0.5; let shift = rad * 2.0; let centerx = shift * (num / 2) as f32; let centery = shift / 2.0; for i in 0..num { for j in 0usize..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery + 3.0; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]); let handle = bodies.insert(rigid_body); if j % 2 == 0 { let collider = ColliderBuilder::cuboid(rad, rad); colliders.insert_with_parent(collider, handle, &mut bodies); } else { let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, handle, &mut bodies); } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 0.0], 10.0); }