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(); // Triangle ground. let width = 0.5; let vtx = vec![ point![-width, 0.0, -width], point![width, 0.0, -width], point![width, 0.0, width], point![-width, 0.0, width], point![-width, -width, -width], point![width, -width, -width], point![width, -width, width], point![-width, -width, width], ]; let idx = vec![ [0, 2, 1], [0, 3, 2], [4, 5, 6], [4, 6, 7], [0, 4, 7], [0, 7, 3], [1, 6, 5], [1, 2, 6], [3, 7, 2], [2, 7, 6], [0, 1, 5], [0, 5, 4], ]; // Dynamic box rigid body. let rigid_body = RigidBodyBuilder::dynamic() .translation(vector![0.0, 35.0, 0.0]) // .rotation(Vector3::new(0.8, 0.2, 0.1)) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(1.0, 2.0, 1.0); colliders.insert_with_parent(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, 0.0, 0.0]); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::trimesh(vtx, idx); colliders.insert_with_parent(collider, handle, &mut bodies); testbed.set_initial_body_color(handle, [0.3, 0.3, 0.3]); /* * 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()); }