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(); let friction = 0.7; /* * Ground */ let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -2.0]); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(40.0, 2.0).friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the cubes */ let scale = 10.0; let card_height = 0.2 * scale; let card_thickness = 0.001 * scale; let angle0 = 25.0 * std::f32::consts::PI / 180.0; let angle1 = -25.0 * std::f32::consts::PI / 180.0; let angle2 = 0.5 * std::f32::consts::PI; let card_box = ColliderBuilder::cuboid(card_thickness, card_height).friction(friction); let mut nb = 5; let mut z0 = 0.0; let mut y = card_height - 0.02 * scale; while nb != 0 { let mut z = z0; for i in 0..nb { if i != nb - 1 { let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![z + 0.25 * scale, y + card_height - 0.015 * scale]) .rotation(angle2); let ground_handle = bodies.insert(rigid_body); colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies); } let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![z, y]) .rotation(angle1); let ground_handle = bodies.insert(rigid_body); colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies); z += 0.175 * scale; let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![z, y]) .rotation(angle0); let ground_handle = bodies.insert(rigid_body); colliders.insert_with_parent(card_box.clone(), ground_handle, &mut bodies); z += 0.175 * scale; } y += card_height * 2.0 - 0.03 * scale; z0 += 0.175 * scale; nb -= 1; } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 2.5], 20.0); }