use na::{Point2, Point3}; use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier2d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed2d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); /* * Ground. */ let ground_size = 200.1; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -ground_height) .build(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height).build(); colliders.insert(collider, ground_handle, &mut bodies); /* * Create some boxes. */ let num = 10; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; for i in 0usize..num { let x = i as f32 * shift - centerx; let y = 3.0; // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).build(); colliders.insert(collider, handle, &mut bodies); testbed.set_body_color(handle, Point3::new(0.5, 0.5, 1.0)); } /* * Create a cube that will have a ball-shaped sensor attached. */ // Rigid body so that the sensor can move. let sensor = RigidBodyBuilder::new_dynamic() .translation(0.0, 10.0) .build(); let sensor_handle = bodies.insert(sensor); // Solid cube attached to the sensor which // other colliders can touch. let collider = ColliderBuilder::cuboid(rad, rad).build(); colliders.insert(collider, sensor_handle, &mut bodies); // We create a collider desc without density because we don't // want it to contribute to the rigid body mass. let sensor_collider = ColliderBuilder::ball(rad * 5.0).sensor(true).build(); colliders.insert(sensor_collider, sensor_handle, &mut bodies); testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0)); // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |_, mut graphics, physics, events, _| { while let Ok(prox) = events.intersection_events.try_recv() { let color = if prox.intersecting { Point3::new(1.0, 1.0, 0.0) } else { Point3::new(0.5, 0.5, 1.0) }; let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent(); let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent(); if let Some(graphics) = &mut graphics { if parent_handle1 != ground_handle && parent_handle1 != sensor_handle { graphics.set_body_color(parent_handle1, color); } if parent_handle2 != ground_handle && parent_handle2 != sensor_handle { graphics.set_body_color(parent_handle2, color); } } } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point2::new(0.0, 1.0), 100.0); } fn main() { let testbed = Testbed::from_builders(0, vec![("Sensor", init_world)]); testbed.run() }