use na::{Isometry3, 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 = 20.0; 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) .friction(0.15) // .restitution(0.5) .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) .linvel(10.0, 0.0, 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); let mut linvel = Vector3::zeros(); let mut angvel = Vector3::zeros(); let mut pos = Isometry3::identity(); let mut step = 0; let snapped_frame = 51; testbed.add_callback(move |window, physics, _, graphics, _| { step += 1; // Snap the ball velocity or restore it. let mut ball = physics.bodies.get_mut(ball_handle).unwrap(); if step == snapped_frame { linvel = *ball.linvel(); angvel = *ball.angvel(); pos = *ball.position(); } if step == 100 { ball.set_linvel(linvel, true); ball.set_angvel(angvel, true); ball.set_position(pos, true); step = snapped_frame; } }); /* * 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() }