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 mut multibody_joints = MultibodyJointSet::new(); let use_articulations = false; /* * Create the long chain. */ let num = 100; let rad = 0.2; let shift = rad * 2.2; let mut body_handles = Vec::new(); for i in 0..num { let fi = i as f32; let status = if i == 0 { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![0.0, 0.0, fi * shift]); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); colliders.insert_with_parent(collider, child_handle, &mut bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = if i == 1 { SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift]) } else { SphericalJointBuilder::new() .local_anchor1(point![0.0, 0.0, shift / 2.0]) .local_anchor2(point![0.0, 0.0, -shift / 2.0]) }; if use_articulations { multibody_joints.insert(parent_handle, child_handle, joint, true); } else { impulse_joints.insert(parent_handle, child_handle, joint, true); } } body_handles.push(child_handle); } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![10.0, 10.0, 10.0], Point::origin()); }