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 extent = 1.0; let friction = 0.5; /* * Ground */ let ground_width = 66.0 * extent; let rigid_body = RigidBodyBuilder::fixed(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::segment( point![-0.5 * 2.0 * ground_width, 0.0], point![0.5 * 2.0 * ground_width, 0.0], ) .friction(friction); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create the cubes */ for j in 0..3 { let mut count = 10; let offset = -20.0 * extent + 2.0 * (count as f32 + 1.0) * extent * j as f32; let mut y = extent; while count > 0 { for i in 0..count { let coeff = i as f32 - 0.5 * count as f32; let yy = if count == 1 { y + 2.0 } else { y }; let position = vector![2.0 * coeff * extent + offset, yy]; let rigid_body = RigidBodyBuilder::dynamic().translation(position); let parent = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(extent, extent) .density(if count == 1 { (j as f32 + 1.0) * 100.0 } else { 1.0 }) .friction(friction); colliders.insert_with_parent(collider, parent, &mut bodies); } count -= 1; y += 2.0 * extent; } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 2.5], 20.0); }