use crate::utils::character; use crate::utils::character::CharacterControlMode; use rapier_testbed2d::Testbed; use rapier2d::control::{KinematicCharacterController, PidController}; use rapier2d::prelude::*; pub fn init_world(testbed: &mut Testbed) { /* * World */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); let mut impulse_joints = ImpulseJointSet::new(); let multibody_joints = MultibodyJointSet::new(); /* * Ground */ let ground_size = 3.0; let ground_height = 0.1; let rigid_body_floor = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]); let floor_handle = bodies.insert(rigid_body_floor); let floor_collider = ColliderBuilder::cuboid(ground_size, ground_height); colliders.insert_with_parent(floor_collider, floor_handle, &mut bodies); /* * Character we will control manually. */ let rigid_body_character = RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.3]); let character_handle = bodies.insert(rigid_body_character); let character_collider = ColliderBuilder::cuboid(0.15, 0.3); colliders.insert_with_parent(character_collider, character_handle, &mut bodies); /* * Tethered cube. */ let rad = 0.4; let rigid_body_cube = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0]); let cube_handle = bodies.insert(rigid_body_cube); let cube_collider = ColliderBuilder::cuboid(rad, rad); colliders.insert_with_parent(cube_collider, cube_handle, &mut bodies); /* * Rotation axis indicator ball. */ let rigid_body_ball = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0]); let ball_handle = bodies.insert(rigid_body_ball); let ball_collider = ColliderBuilder::ball(0.1); colliders.insert_with_parent(ball_collider, ball_handle, &mut bodies); /* * Fixed joint between rotation axis indicator and cube. */ let fixed_joint = FixedJointBuilder::new() .local_anchor1(point![0.0, 0.0]) .local_anchor2(point![0.0, -0.4]) .build(); impulse_joints.insert(cube_handle, ball_handle, fixed_joint, true); /* * Pin slot joint between cube and ground. */ let axis: nalgebra::Unit< nalgebra::Matrix< f32, nalgebra::Const<2>, nalgebra::Const<1>, nalgebra::ArrayStorage, >, > = UnitVector::new_normalize(vector![1.0, 1.0]); let pin_slot_joint = PinSlotJointBuilder::new(axis) .local_anchor1(point![2.0, 2.0]) .local_anchor2(point![0.0, 0.4]) .limits([-1.0, f32::INFINITY]) // Set the limits for the pin slot joint .build(); impulse_joints.insert(character_handle, cube_handle, pin_slot_joint, true); /* * Callback to update the character based on user inputs. */ let mut control_mode = CharacterControlMode::Kinematic(0.1); let mut controller = KinematicCharacterController::default(); let mut pid = PidController::default(); testbed.add_callback(move |graphics, physics, _, _| { if let Some(graphics) = graphics { character::update_character( graphics, physics, &mut control_mode, &mut controller, &mut pid, character_handle, ); } }); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![0.0, 1.0], 100.0); }