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 = 200.0f32; let ground_height = 1.0; let nsubdivs = 20; let quad = rapier3d::ncollide::procedural::quad(ground_size, ground_size, nsubdivs, nsubdivs); let indices = quad .flat_indices() .chunks(3) .map(|is| Point3::new(is[0], is[2], is[1])) .collect(); let mut vertices = quad.coords; // ncollide generates a quad with `z` as the normal. // so we switch z and y here and set a random altitude at each point. for p in vertices.iter_mut() { p.z = p.y; p.y = (p.x.sin() + p.z.cos()) * ground_height; if p.x.abs() == ground_size / 2.0 || p.z.abs() == ground_size / 2.0 { p.y = 10.0; } } let rigid_body = RigidBodyBuilder::new_static().build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::trimesh(vertices, indices).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..47 { 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); if j % 2 == 0 { let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build(); colliders.insert(collider, handle, &mut bodies); } else { let collider = ColliderBuilder::ball(rad).density(1.0).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() }