use rapier3d::prelude::*; use rapier_testbed3d::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(); /* * Ground */ let scale = 1.0; // Set to a larger value to check if it still works with larger units. let ground_size = 5.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0] * scale); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid( ground_size * scale, ground_height * scale, ground_size * scale, ); colliders.insert_with_parent(collider, floor_handle, &mut bodies); let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, -ground_size] * scale); //.rotation(vector![-0.1, 0.0, 0.0]); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid( ground_size * scale, ground_size * scale, ground_height * scale, ); colliders.insert_with_parent(collider, floor_handle, &mut bodies); /* * Character we will control manually. */ let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0] * scale); let character_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_y(0.3 * scale, 0.15 * scale); // 0.15, 0.3, 0.15); colliders.insert_with_parent(collider, character_handle, &mut bodies); /* * Create the cubes */ let num = 8; let rad = 0.1; let shift = rad * 2.0; let centerx = shift * (num / 2) as f32; let centery = rad; for j in 0usize..4 { for k in 0usize..4 { for i in 0..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery; let z = k as f32 * shift + centerx; let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z] * scale); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad * scale, rad * scale, rad * scale); colliders.insert_with_parent(collider, handle, &mut bodies); } } } /* * Create some stairs. */ let stair_width = 1.0; let stair_height = 0.1; for i in 0..10 { let x = i as f32 * stair_width / 2.0; let y = i as f32 * stair_height * 1.5 + 3.0; let collider = ColliderBuilder::cuboid( stair_width / 2.0 * scale, stair_height / 2.0 * scale, stair_width * scale, ) .translation(vector![x * scale, y * scale, 0.0]); colliders.insert(collider); } /* * Create a slope we can climb. */ let slope_angle = 0.2; let slope_size = 2.0; let collider = ColliderBuilder::cuboid( slope_size * scale, ground_height * scale, slope_size * scale, ) .translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0] * scale) .rotation(Vector::z() * slope_angle); colliders.insert(collider); /* * Create a slope we can’t climb. */ let impossible_slope_angle = 0.9; let impossible_slope_size = 2.0; let collider = ColliderBuilder::cuboid( slope_size * scale, ground_height * scale, ground_size * scale, ) .translation( vector![ ground_size + slope_size * 2.0 + impossible_slope_size - 0.9, -ground_height + 2.3, 0.0 ] * scale, ) .rotation(Vector::z() * impossible_slope_angle); colliders.insert(collider); /* * Create a moving platform. */ let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0] * scale); // .rotation(-0.3); let platform_handle = bodies.insert(body); let collider = ColliderBuilder::cuboid(2.0 * scale, ground_height * scale, 2.0 * scale); colliders.insert_with_parent(collider, platform_handle, &mut bodies); /* * More complex ground. */ let ground_size = Vector::new(10.0, 1.0, 10.0); let nsubdivs = 20; let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| { (i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() + (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos() }); let collider = ColliderBuilder::heightfield(heights, ground_size * scale) .translation(vector![-8.0, 5.0, 0.0] * scale); colliders.insert(collider); /* * A tilting dynamic body with a limited joint. */ let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0] * scale); let ground_handle = bodies.insert(ground); let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0] * scale); let handle = bodies.insert(body); let collider = ColliderBuilder::cuboid(1.0 * scale, 0.1 * scale, 2.0 * scale); colliders.insert_with_parent(collider, handle, &mut bodies); let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]); impulse_joints.insert(ground_handle, handle, joint, true); /* * Setup a callback to move the platform. */ testbed.add_callback(move |_, physics, _, run_state| { let linvel = vector![ (run_state.time * 2.0).sin() * 2.0, (run_state.time * 5.0).sin() * 1.5, 0.0 ] * scale; // let angvel = run_state.time.sin() * 0.5; // Update the velocity-based kinematic body by setting its velocity. if let Some(platform) = physics.bodies.get_mut(platform_handle) { platform.set_linvel(linvel, true); // NOTE: interaction with rotating platforms isn’t handled very well yet. // platform.set_angvel(angvel, true); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.set_character_body(character_handle); testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin()); }