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 impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground. */ let ground_size = 20.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size) .friction(0.15) // .restitution(0.5) ; colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Rolling ball */ let ball_rad = 0.1; let rb = RigidBodyBuilder::dynamic() .translation(vector![0.0, 0.2, 0.0]) .linvel(vector![10.0, 0.0, 0.0]); let ball_handle = bodies.insert(rb); let collider = ColliderBuilder::ball(ball_rad).density(100.0); let ball_coll_handle = colliders.insert_with_parent(collider, ball_handle, &mut bodies); let mut linvel = Vector::zeros(); let mut angvel = Vector::zeros(); let mut pos = Isometry::identity(); let mut step = 0; let snapped_frame = 51; testbed.add_callback(move |_, physics, _, _| { step += 1; // Snap the ball velocity or restore it. let 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; } let ball_coll = physics.colliders.get_mut(ball_coll_handle).unwrap(); ball_coll.set_shape(SharedShape::ball(ball_rad * step as f32 * 2.0)); }); /* * Create the primitives */ let num = 8; let rad = 1.0; let shiftx = rad * 2.0 + rad; let shifty = rad * 2.0 + rad; let shiftz = rad * 2.0 + rad; let centerx = shiftx * (num / 2) as f32; let centery = shifty / 2.0; let centerz = shiftz * (num / 2) as f32; let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5; for j in 0usize..20 { for i in 0..num { for k in 0usize..num { let x = i as f32 * shiftx - centerx + offset + 5.0; let y = j as f32 * shifty + centery + 3.0; let z = k as f32 * shiftz - centerz + offset; // Build the rigid body. let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]); let handle = bodies.insert(rigid_body); let collider = match j % 5 { 0 => ColliderBuilder::cuboid(rad, rad, rad), 1 => ColliderBuilder::ball(rad), // Rounded cylinders are much more efficient that cylinder, even if the // rounding margin is small. 2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0), 3 => ColliderBuilder::cone(rad, rad), _ => ColliderBuilder::capsule_y(rad, rad), }; colliders.insert_with_parent(collider, handle, &mut bodies); } } offset -= 0.05 * rad * (num as f32 - 1.0); } /* * 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()); }