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(); /* * Ground. */ let ground_size = 10.0; let ground_height = 0.1; 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); /* * Create the boxes */ let num = 6; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; let centery = shift / 2.0 + 3.04; let centerz = shift * num as f32 / 2.0; for i in 0usize..num { for j in 0usize..num { for k in 0usize..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery; 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 = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build(); colliders.insert(collider, handle, &mut bodies); } } } /* * Setup a kinematic rigid body. */ let platform_body = RigidBodyBuilder::new_kinematic() .translation(0.0, 1.5 + 0.8, -10.0 * rad) .build(); let platform_handle = bodies.insert(platform_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0) .density(1.0) .build(); colliders.insert(collider, platform_handle, &mut bodies); /* * Setup a callback to control the platform. */ testbed.add_callback(move |_, physics, _, _, time| { let mut platform = physics.bodies.get_mut(platform_handle).unwrap(); let mut next_pos = platform.position; let dt = 0.016; next_pos.translation.vector.y += (time * 5.0).sin() * dt; next_pos.translation.vector.z += time.sin() * 5.0 * dt; if next_pos.translation.vector.z >= rad * 10.0 { next_pos.translation.vector.z -= dt; } if next_pos.translation.vector.z <= -rad * 10.0 { next_pos.translation.vector.z += dt; } platform.set_next_kinematic_position(next_pos); }); /* * Run the simulation. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(Point3::new(-10.0, 5.0, -10.0), Point3::origin()); } fn main() { let testbed = Testbed::from_builders(0, vec![("Kinematic body", init_world)]); testbed.run() }