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 joints = JointSet::new(); /* * Ground. */ let ground_size = 10.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(vector![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_with_parent(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(vector![x, y, z]) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert_with_parent(collider, handle, &mut bodies); } } } /* * Setup a velocity-based kinematic rigid body. */ let platform_body = RigidBodyBuilder::new_kinematic_velocity_based() .translation(vector![0.0, 1.5 + 0.8, -10.0 * rad]) .build(); let velocity_based_platform_handle = bodies.insert(platform_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0).build(); colliders.insert_with_parent(collider, velocity_based_platform_handle, &mut bodies); /* * Setup a position-based kinematic rigid body. */ let platform_body = RigidBodyBuilder::new_kinematic_position_based() .translation(vector![0.0, 2.0 + 1.5 + 0.8, -10.0 * rad]) .build(); let position_based_platform_handle = bodies.insert(platform_body); let collider = ColliderBuilder::cuboid(rad * 10.0, rad, rad * 10.0).build(); colliders.insert_with_parent(collider, position_based_platform_handle, &mut bodies); /* * Setup a callback to control the platform. */ let mut count = 0; testbed.add_callback(move |_, physics, _, run_state| { count += 1; if count % 100 > 50 { return; } let velocity = vector![ 0.0, (run_state.time * 5.0).sin(), run_state.time.sin() * 5.0 ]; // Update the velocity-based kinematic body by setting its velocity. if let Some(platform) = physics.bodies.get_mut(velocity_based_platform_handle) { platform.set_linvel(velocity, true); } // Update the position-based kinematic body by setting its next position. if let Some(platform) = physics.bodies.get_mut(position_based_platform_handle) { let mut next_tra = *platform.translation(); next_tra += velocity * physics.integration_parameters.dt; platform.set_next_kinematic_translation(next_tra); } }); /* * Run the simulation. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(point![-10.0, 5.0, -10.0], Point::origin()); }