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(); /* * Create the balls */ let num_j = 10; let num_ik = 10; let rad = 0.5; let shift = rad * 2.0; let centerx = shift * (num_ik as f32) / 2.0; let centery = shift / 2.0; let centerz = shift * (num_ik as f32) / 2.0; for i in 0..num_ik { for j in 0usize..num_j { for k in 0..num_ik { let x = i as f32 * shift - centerx; let z = k as f32 * shift - centerz; let status = if j == 0 || i == 0 || k == 0 || i == num_ik - 1 || k == num_ik - 1 { RigidBodyType::Fixed } else { RigidBodyType::Dynamic }; let y = if status.is_fixed() { j as f32 * shift + centery } else { j as f32 * shift * 2.0 + centery }; // Build the rigid body. let rigid_body = RigidBodyBuilder::new(status) .translation(vector![x, y, z]) .can_sleep(false); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).friction(0.0); colliders.insert_with_parent(collider, handle, &mut bodies); } } } /* * Set up the testbed. */ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); testbed.look_at(point![100.0, 100.0, 100.0], Point::origin()); }