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use na::Point3;
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;
const MAX_NUMBER_OF_BODIES: usize = 400;
pub fn init_world(testbed: &mut Testbed) {
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
let rad = 0.5;
/*
* Ground
*/
let ground_size = 100.1;
let ground_height = 2.1;
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);
let mut k = 0;
// Callback that will be executed on the main loop to handle proximities.
testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
k += 1;
let rigid_body = RigidBodyBuilder::new_dynamic()
.translation(0.0, 10.0, 0.0)
.build();
let handle = physics.bodies.insert(rigid_body);
let collider = match k % 3 {
0 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
1 => ColliderBuilder::cone(rad, rad).build(),
_ => ColliderBuilder::cuboid(rad, rad, rad).build(),
};
physics
.colliders
.insert(collider, handle, &mut physics.bodies);
if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
graphics.add(window, handle, &physics.bodies, &physics.colliders);
}
if physics.bodies.len() > MAX_NUMBER_OF_BODIES {
let mut to_remove: Vec<_> = physics
.bodies
.iter()
.filter(|e| e.1.is_dynamic())
.map(|e| (e.0, e.1.position().translation.vector))
.collect();
to_remove.sort_by(|a, b| {
(a.1.x.abs() + a.1.z.abs())
.partial_cmp(&(b.1.x.abs() + b.1.z.abs()))
.unwrap()
.reverse()
});
let num_to_remove = to_remove.len() - MAX_NUMBER_OF_BODIES;
for (handle, _) in &to_remove[..num_to_remove] {
physics
.bodies
.remove(*handle, &mut physics.colliders, &mut physics.joints);
physics.broad_phase.maintain(&mut physics.colliders);
physics
.narrow_phase
.maintain(&mut physics.colliders, &mut physics.bodies);
if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
graphics.remove_body_nodes(window, *handle);
}
}
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, joints);
testbed.look_at(Point3::new(-30.0, 4.0, -30.0), Point3::new(0.0, 1.0, 0.0));
}
fn main() {
let testbed = Testbed::from_builders(0, vec![("Add-remove", init_world)]);
testbed.run()
}
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