use na::{Point3, Vector3}; use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); /* * Create the balls */ let num = 10; let rad = 0.2; let subdiv = 1.0 / (num as f32); for i in 0usize..num { let (x, y) = (i as f32 * subdiv * std::f32::consts::PI * 2.0).sin_cos(); // Build the rigid body. let rb = RigidBodyBuilder::new_dynamic() .translation(x, y, 0.0) .linvel(x * 10.0, y * 10.0, 0.0) .angvel(Vector3::z() * 100.0) .linear_damping((i + 1) as f32 * subdiv * 10.0) .angular_damping((num - i) as f32 * subdiv * 10.0) .build(); let rb_handle = bodies.insert(rb); // Build the collider. let co = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert(co, rb_handle, &mut bodies); } /* * Set up the testbed. */ testbed.set_world_with_gravity(bodies, colliders, joints, Vector3::zeros()); testbed.look_at(Point3::new(2.0, 2.5, 20.0), Point3::new(2.0, 2.5, 0.0)); }