use na::Point3; use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; const MAX_NUMBER_OF_BODIES: usize = 400; pub fn init_world(testbed: &mut Testbed) { let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let joints = JointSet::new(); let rad = 0.5; /* * Ground */ let ground_size = 100.1; let ground_height = 2.1; // 16.0; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -ground_height, 0.0) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); colliders.insert(collider, handle, &mut bodies); // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |mut window, mut graphics, physics, _, run_state| { let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 10.0, 0.0) .build(); let handle = physics.bodies.insert(rigid_body); let collider = match run_state.timestep_id % 3 { 0 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(), 1 => ColliderBuilder::cone(rad, rad).build(), _ => ColliderBuilder::cuboid(rad, rad, rad).build(), }; physics .colliders .insert(collider, handle, &mut physics.bodies); if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) { graphics.add(window, handle, &physics.bodies, &physics.colliders); } if physics.bodies.len() > MAX_NUMBER_OF_BODIES { let mut to_remove: Vec<_> = physics .bodies .iter() .filter(|e| e.1.is_dynamic()) .map(|e| (e.0, e.1.position().translation.vector)) .collect(); to_remove.sort_by(|a, b| { (a.1.x.abs() + a.1.z.abs()) .partial_cmp(&(b.1.x.abs() + b.1.z.abs())) .unwrap() .reverse() }); let num_to_remove = to_remove.len() - MAX_NUMBER_OF_BODIES; for (handle, _) in &to_remove[..num_to_remove] { physics .bodies .remove(*handle, &mut physics.colliders, &mut physics.joints); if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) { graphics.remove_body_nodes(window, *handle); } } } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); // testbed // .physics_state_mut() // .integration_parameters // .velocity_based_erp = 0.2; testbed.look_at(Point3::new(-30.0, 4.0, -30.0), Point3::new(0.0, 1.0, 0.0)); } fn main() { let testbed = Testbed::from_builders(0, vec![("Add-remove", init_world)]); testbed.run() }