use kiss3d::color::{BLUE, GREEN}; use rapier_testbed2d::Testbed; use rapier2d::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(); /* * Ground */ let ground_size = 5.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height)); let floor_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(collider, floor_handle, &mut bodies); /* * Setup groups */ const GREEN_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_1, Group::GROUP_1, InteractionTestMode::And); const BLUE_GROUP: InteractionGroups = InteractionGroups::new(Group::GROUP_2, Group::GROUP_2, InteractionTestMode::And); /* * A green floor that will collide with the GREEN group only. */ let green_floor = ColliderBuilder::cuboid(1.0, 0.1) .translation(Vector::new(0.0, 1.0)) .collision_groups(GREEN_GROUP); let green_collider_handle = colliders.insert_with_parent(green_floor, floor_handle, &mut bodies); testbed.set_initial_collider_color(green_collider_handle, GREEN); /* * A blue floor that will collide with the BLUE group only. */ let blue_floor = ColliderBuilder::cuboid(1.0, 0.1) .translation(Vector::new(0.0, 2.0)) .collision_groups(BLUE_GROUP); let blue_collider_handle = colliders.insert_with_parent(blue_floor, floor_handle, &mut bodies); testbed.set_initial_collider_color(blue_collider_handle, BLUE); /* * Create the cubes */ let num = 8; let rad = 0.1; let shift = rad * 2.0; let centerx = shift * (num / 2) as f32; let centery = 2.5; for j in 0usize..4 { for i in 0..num { let x = i as f32 * shift - centerx; let y = j as f32 * shift + centery; // Alternate between the green and blue groups. let (group, color) = if i % 2 == 0 { (GREEN_GROUP, GREEN) } else { (BLUE_GROUP, BLUE) }; let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y)); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad).collision_groups(group); colliders.insert_with_parent(collider, handle, &mut bodies); testbed.set_initial_body_color(handle, color); } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(Vec2::new(0.0, 1.0), 100.0); }