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use rapier2d::na::ComplexField;
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 50.0;
let nsubdivs = 2000;
let step_size = ground_size / (nsubdivs as f32);
let mut points = Vec::new();
points.push(point![-ground_size / 2.0, 40.0]);
for i in 1..nsubdivs - 1 {
let x = -ground_size / 2.0 + i as f32 * step_size;
let y = ComplexField::cos(i as f32 * step_size) * 2.0;
points.push(point![x, y]);
}
points.push(point![ground_size / 2.0, 40.0]);
let rigid_body = RigidBodyBuilder::fixed();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::polyline(points, None);
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Create the cubes
*/
let num = 20;
let rad = 0.5;
let shift = rad * 2.0;
let centerx = shift * (num / 2) as f32;
let centery = shift / 2.0;
for i in 0..num {
for j in 0usize..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery + 3.0;
// Build the rigid body.
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
let handle = bodies.insert(rigid_body);
if j % 2 == 0 {
let collider = ColliderBuilder::cuboid(rad, rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
} else {
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
}
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 0.0], 10.0);
}
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