use rapier_testbed3d::Testbed; use rapier3d::prelude::*; 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(); let num_levels = 4; let stick_len = 2.0; let stick_rad = 0.2; /* * Floor. */ let floor_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -stick_len - stick_rad, 0.0)); let floor_handle = bodies.insert(floor_body); let floor_cube = ColliderBuilder::cuboid(stick_len, stick_len, stick_len); colliders.insert_with_parent(floor_cube, floor_handle, &mut bodies); /* * Create a stack of capsule with a very heavy cube on top. */ for i in 0..num_levels { let fi = i as f32; let body = RigidBodyBuilder::dynamic().translation(Vector::new( 0.0, fi * stick_rad * 4.0, -(stick_len / 2.0 - stick_rad), )); let handle = bodies.insert(body); let capsule = ColliderBuilder::cuboid(stick_len / 2.0, stick_rad, stick_rad); colliders.insert_with_parent(capsule, handle, &mut bodies); let body = RigidBodyBuilder::dynamic().translation(Vector::new( 0.0, fi * stick_rad * 4.0, stick_len / 2.0 - stick_rad, )); let handle = bodies.insert(body); let capsule = ColliderBuilder::cuboid(stick_len / 2.0, stick_rad, stick_rad); colliders.insert_with_parent(capsule, handle, &mut bodies); let body = RigidBodyBuilder::dynamic().translation(Vector::new( -(stick_len / 2.0 - stick_rad), (fi + 0.5) * stick_rad * 4.0, 0.0, )); let handle = bodies.insert(body); let capsule = ColliderBuilder::cuboid(stick_rad, stick_rad, stick_len / 2.0); colliders.insert_with_parent(capsule, handle, &mut bodies); let body = RigidBodyBuilder::dynamic().translation(Vector::new( stick_len / 2.0 - stick_rad, (fi + 0.5) * stick_rad * 4.0, 0.0, )); let handle = bodies.insert(body); let capsule = ColliderBuilder::cuboid(stick_rad, stick_rad, stick_len / 2.0); colliders.insert_with_parent(capsule, handle, &mut bodies); } /* * Big cube on top. */ let cube_len = stick_len * 2.0; let floor_body = RigidBodyBuilder::dynamic() .translation(Vector::new( 0.0, cube_len / 2.0 + (num_levels as f32 - 0.25) * stick_rad * 4.0, 0.0, )) .additional_solver_iterations(36); let floor_handle = bodies.insert(floor_body); let floor_cube = ColliderBuilder::cuboid(cube_len / 2.0, cube_len / 2.0, cube_len / 2.0); colliders.insert_with_parent(floor_cube, floor_handle, &mut bodies); let small_mass = MassProperties::from_cuboid(1.0, Vector::new(stick_rad, stick_rad, stick_len / 2.0)).mass(); let big_mass = MassProperties::from_cuboid( 1.0, Vector::new(cube_len / 2.0, cube_len / 2.0, cube_len / 2.0), ) .mass(); println!( "debug_cube_high_mass_ratio3: small stick mass: {small_mass}, big cube mass: {big_mass}, mass_ratio: {}", big_mass / small_mass ); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::ZERO); }