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use na::{Point2, Vector2};
use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
/*
* Create the balls
*/
let num = 10;
let rad = 0.2;
let subdiv = 1.0 / (num as f32);
for i in 0usize..num {
let (x, y) = (i as f32 * subdiv * std::f32::consts::PI * 2.0).sin_cos();
// Build the rigid body.
let rb = RigidBodyBuilder::new_dynamic()
.translation(x, y)
.linvel(x * 10.0, y * 10.0)
.angvel(100.0)
.linear_damping((i + 1) as f32 * subdiv * 10.0)
.angular_damping((num - i) as f32 * subdiv * 10.0)
.build();
let rb_handle = bodies.insert(rb);
// Build the collider.
let co = ColliderBuilder::cuboid(rad, rad).build();
colliders.insert(co, rb_handle, &mut bodies);
}
/*
* Set up the testbed.
*/
testbed.set_world_with_gravity(bodies, colliders, joints, Vector2::zeros());
testbed.look_at(Point2::new(3.0, 2.0), 50.0);
}
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