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 heights = Array2::zeros(100, 100); let heightfield = HeightField::with_flags( heights, Vector::new(60.0, 1.0, 60.0), HeightFieldFlags::all(), ); let rotation = Vector::new(0.0, 0.0, 0.0); // Vector::new(-0.1, 0.0, 0.0); colliders .insert(ColliderBuilder::new(SharedShape::new(heightfield.clone())).rotation(rotation)); // let mut trimesh = TriMesh::from(heightfield); // trimesh.set_flags(TriMeshFlags::MERGE_DUPLICATE_VERTICES) // colliders.insert(ColliderBuilder::new(SharedShape::new(trimesh.clone())).rotation(rotation)); // // NOTE: we add a sensor just because we want the testbed to display the mesh’s wireframe. // colliders.insert( // ColliderBuilder::new(SharedShape::new(trimesh)) // .sensor(true) // .rotation(rotation), // ); // Dynamic rigid bodies. let rigid_body = RigidBodyBuilder::dynamic() .translation(Vector::new(4.0, 0.5, 0.0)) .linvel(Vector::new(0.0, -40.0, 20.0)) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(0.5); colliders.insert_with_parent(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::dynamic() .translation(Vector::new(-3.0, 5.0, 0.0)) .linvel(Vector::new(0.0, -4.0, 20.0)) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(0.5, 0.5, 0.5); colliders.insert_with_parent(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::dynamic() .translation(Vector::new(8.0, 0.2, 0.0)) .linvel(Vector::new(0.0, -4.0, 20.0)) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cylinder(0.5, 0.2).rotation(Vector::new( 0.0, 0.0, std::f32::consts::PI / 2.0, )); colliders.insert_with_parent(collider, handle, &mut bodies); /* * 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); }