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 = 200.1; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(vector![0.0, -ground_height, 0.0]) .build(); let ground_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); colliders.insert_with_parent(collider, ground_handle, &mut bodies); /* * Create some boxes. */ let num = 10; let rad = 0.2; let shift = rad * 2.0; let centerx = shift * num as f32 / 2.0; let centerz = shift * num as f32 / 2.0; for i in 0usize..num { for k in 0usize..num { let x = i as f32 * shift - centerx; let y = 3.0; 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); testbed.set_initial_body_color(handle, [0.5, 0.5, 1.0]); } } /* * Create a cube that will have a ball-shaped sensor attached. */ // Rigid body so that the sensor can move. let sensor = RigidBodyBuilder::new_dynamic() .translation(vector![0.0, 5.0, 0.0]) .build(); let sensor_handle = bodies.insert(sensor); // Solid cube attached to the sensor which // other colliders can touch. let collider = ColliderBuilder::cuboid(rad, rad, rad).build(); colliders.insert_with_parent(collider, sensor_handle, &mut bodies); // We create a collider desc without density because we don't // want it to contribute to the rigid body mass. let sensor_collider = ColliderBuilder::ball(rad * 5.0) .density(0.0) .sensor(true) .active_events(ActiveEvents::INTERSECTION_EVENTS) .build(); colliders.insert_with_parent(sensor_collider, sensor_handle, &mut bodies); testbed.set_initial_body_color(sensor_handle, [0.5, 1.0, 1.0]); // Callback that will be executed on the main loop to handle proximities. testbed.add_callback(move |mut graphics, physics, events, _| { while let Ok(prox) = events.intersection_events.try_recv() { let color = if prox.intersecting { [1.0, 1.0, 0.0] } else { [0.5, 0.5, 1.0] }; let parent_handle1 = physics.colliders[prox.collider1].parent().unwrap(); let parent_handle2 = physics.colliders[prox.collider2].parent().unwrap(); if let Some(graphics) = &mut graphics { if parent_handle1 != ground_handle && parent_handle1 != sensor_handle { graphics.set_body_color(parent_handle1, color); } if parent_handle2 != ground_handle && parent_handle2 != sensor_handle { graphics.set_body_color(parent_handle2, color); } } } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(point![-6.0, 4.0, -6.0], point![0.0, 1.0, 0.0]); }