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(); // Triangle ground. let vtx = [ Point3::new(-10.0, 0.0, -10.0), Point3::new(10.0, 0.0, -10.0), Point3::new(0.0, 0.0, 10.0), ]; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, 0.0, 0.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::triangle(vtx[0], vtx[1], vtx[2]).build(); colliders.insert(collider, handle, &mut bodies); // Dynamic box rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation(1.1, 0.01, 0.0) // .rotation(Vector3::new(0.8, 0.2, 0.1)) .can_sleep(false) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(20.0, 0.1, 1.0).build(); colliders.insert(collider, handle, &mut bodies); /* * 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() }