use na::Point3; 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(); /* * Ground. */ let ground_size = 3.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -ground_height, 0.0) .build(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4).build(); let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies); /* * Rolling ball */ let ball_rad = 0.1; let rb = RigidBodyBuilder::new_dynamic() .translation(0.0, 0.2, 0.0) .build(); let ball_handle = bodies.insert(rb); let collider = ColliderBuilder::ball(ball_rad).density(100.0).build(); colliders.insert(collider, ball_handle, &mut bodies); testbed.add_callback(move |mut window, mut graphics, physics, _, _| { // Remove then re-add the ground collider. let coll = physics .colliders .remove(ground_collider_handle, &mut physics.bodies, true) .unwrap(); ground_collider_handle = physics .colliders .insert(coll, ground_handle, &mut physics.bodies); if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) { graphics.add_collider(window, ground_collider_handle, &physics.colliders); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin()); } fn main() { let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]); testbed.run() }