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 width = 0.5; let vtx = vec![ Point3::new(-width, 0.0, -width), Point3::new(width, 0.0, -width), Point3::new(width, 0.0, width), Point3::new(-width, 0.0, width), Point3::new(-width, -width, -width), Point3::new(width, -width, -width), Point3::new(width, -width, width), Point3::new(-width, -width, width), ]; let idx = vec![ [0, 1, 2], [0, 2, 3], [4, 5, 6], [4, 6, 7], [0, 4, 7], [0, 7, 3], [1, 5, 6], [1, 6, 2], [3, 2, 7], [2, 6, 7], [0, 1, 5], [0, 5, 4], ]; // Dynamic box rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 35.0, 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(1.0, 2.0, 1.0).build(); colliders.insert(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, 0.0, 0.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::trimesh(vtx, idx).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() }