Complete the pfm/pfm contact generator.
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@@ -1,4 +1,4 @@
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use na::Point3;
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use na::{Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -15,7 +15,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Ground
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*/
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let ground_size = 100.1;
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let ground_height = 0.1;
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let ground_height = 2.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height, 0.0)
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@@ -30,29 +30,30 @@ pub fn init_world(testbed: &mut Testbed) {
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let num = 8;
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let rad = 1.0;
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let shift = rad * 2.0 + rad;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let shiftx = rad * 2.0 + rad;
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let shifty = rad * 2.0 + rad;
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let shiftz = rad * 2.0 + rad;
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let centerx = shiftx * (num / 2) as f32;
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let centery = shifty / 2.0;
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let centerz = shiftz * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..20 {
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for i in 0..num {
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for k in 0usize..num {
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let x = i as f32 * shift - centerx + offset;
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let y = j as f32 * shift + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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let x = i as f32 * shiftx - centerx + offset;
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let y = j as f32 * shifty + centery + 3.0;
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let z = k as f32 * shiftz - centerz + offset;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider = match j % 2 {
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let collider = match j % 3 {
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0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
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1 => ColliderBuilder::ball(rad).build(),
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// 2 => ColliderBuilder::capsule_y(rad, rad).build(),
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_ => unreachable!(),
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_ => ColliderBuilder::cylinder(rad, rad).build(),
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};
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colliders.insert(collider, handle, &mut bodies);
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