use na::{Point3, Translation3, UnitQuaternion, Vector3}; use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; fn create_tower_circle( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector3, stack_height: usize, nsubdivs: usize, half_extents: Vector3, ) { let ang_step = std::f32::consts::PI * 2.0 / nsubdivs as f32; let radius = 1.3 * nsubdivs as f32 * half_extents.x / std::f32::consts::PI; let shift = half_extents * 2.0; for i in 0usize..stack_height { for j in 0..nsubdivs { let fj = j as f32; let fi = i as f32; let y = fi * shift.y; let pos = Translation3::from(offset) * UnitQuaternion::new(Vector3::y() * (fi / 2.0 + fj) * ang_step) * Translation3::new(0.0, y, radius); // Build the rigid body. let rigid_body = RigidBodyBuilder::new_dynamic().position(pos).build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(half_extents.x, half_extents.y, half_extents.z).build(); colliders.insert(collider, handle, bodies); } } } fn create_wall( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector3, stack_height: usize, half_extents: Vector3, ) { let shift = half_extents * 2.0; for i in 0usize..stack_height { for j in i..stack_height { let fj = j as f32; let fi = i as f32; let x = offset.x; let y = fi * shift.y + offset.y; let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z - stack_height as f32 * half_extents.z; // 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(half_extents.x, half_extents.y, half_extents.z).build(); colliders.insert(collider, handle, bodies); } } } fn create_pyramid( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, offset: Vector3, stack_height: usize, half_extents: Vector3, ) { let shift = half_extents * 2.0; for i in 0usize..stack_height { for j in i..stack_height { for k in i..stack_height { let fi = i as f32; let fj = j as f32; let fk = k as f32; let x = (fi * shift.x / 2.0) + (fk - fi) * shift.x + offset.x - stack_height as f32 * half_extents.x; let y = fi * shift.y + offset.y; let z = (fi * shift.z / 2.0) + (fj - fi) * shift.z + offset.z - stack_height as f32 * half_extents.z; // 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(half_extents.x, half_extents.y, half_extents.z).build(); colliders.insert(collider, handle, bodies); } } } } 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 = 200.0; 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 cubes */ let cube_size = 1.0; let hext = Vector3::repeat(cube_size); let bottomy = cube_size * 50.0; create_pyramid( &mut bodies, &mut colliders, Vector3::new(-20.0, bottomy, 0.0), 12, hext, ); create_wall( &mut bodies, &mut colliders, Vector3::new(-2.0, bottomy, 0.0), 12, hext, ); create_wall( &mut bodies, &mut colliders, Vector3::new(4.0, bottomy, 0.0), 12, hext, ); create_wall( &mut bodies, &mut colliders, Vector3::new(10.0, bottomy, 0.0), 12, hext, ); create_tower_circle( &mut bodies, &mut colliders, Vector3::new(25.0, bottomy, 0.0), 8, 24, hext, ); /* * 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() }