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(); /* * Ground */ let ground_size = 100.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static().build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size) .friction(1.5) .build(); colliders.insert(collider, handle, &mut bodies); // Build a dynamic box rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 1.1, 0.0) .rotation(Vector3::y() * 0.3) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(2.0, 1.0, 3.0).friction(1.5).build(); colliders.insert(collider, handle, &mut bodies); let rigid_body = &mut bodies[handle]; let force = rigid_body.position() * Vector3::z() * 50.0; rigid_body.set_linvel(force, true); /* * 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() }