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 joint grid. */ let rad = 0.4; let numi = 100; let numk = 100; let shift = 1.0; let mut index = 0; let mut handles = vec![RigidBodyHandle::invalid(); numi * numk]; for k in 0..numk { for i in 0..numi { let body_type = if k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0 { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(body_type) .translation(vector![k as f32 * shift, -(i as f32) * shift]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, handle, &mut bodies); if i > 0 { let joint = RevoluteJointBuilder::new() .local_anchor1(point![0.0, -0.5 * shift]) .local_anchor2(point![0.0, 0.5 * shift]) .contacts_enabled(false); impulse_joints.insert(handles[index - 1], handle, joint, true); } if k > 0 { let joint = RevoluteJointBuilder::new() .local_anchor1(point![0.5 * shift, 0.0]) .local_anchor2(point![-0.5 * shift, 0.0]) .contacts_enabled(false); impulse_joints.insert(handles[index - numi], handle, joint, true); } handles[index] = handle; index += 1; } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 2.5], 20.0); }