use na::{DMatrix, Point3, Vector3}; 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(); /* * Ground */ let ground_size = Vector3::new(100.0, 1.0, 100.0); let nsubdivs = 20; let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| { if i == 0 || i == nsubdivs || j == 0 || j == nsubdivs { 10.0 } else { let x = i as f32 * ground_size.x / (nsubdivs as f32); let z = j as f32 * ground_size.z / (nsubdivs as f32); x.sin() + z.cos() } }); let rigid_body = RigidBodyBuilder::new_static().build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::heightfield(heights, ground_size).build(); colliders.insert(collider, handle, &mut bodies); /* * Create the cubes */ let num = 8; let rad = 1.0; let shift = rad * 2.0 + rad; let centerx = shift * (num / 2) as f32; let centery = shift / 2.0; let centerz = shift * (num / 2) as f32; for j in 0usize..20 { for i in 0..num { for k in 0usize..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery + 3.0; let z = k as f32 * shift - centerz; // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build(); let handle = bodies.insert(rigid_body); let collider = match j % 5 { 0 => ColliderBuilder::cuboid(rad, rad, rad).build(), 1 => ColliderBuilder::ball(rad).build(), // Rounded cylinders are much more efficient that cylinder, even if the // rounding margin is small. 2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(), 3 => ColliderBuilder::cone(rad, rad).build(), _ => ColliderBuilder::capsule_y(rad, rad).build(), }; colliders.insert(collider, handle, &mut bodies); } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin()); } fn main() { let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]); testbed.run() }