Files
rapier/examples3d-f64/trimesh3_f64.rs
Sébastien Crozet 0b7c3b34ec feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
2026-01-09 17:26:36 +01:00

84 lines
2.7 KiB
Rust

use rapier_testbed3d::Testbed;
use rapier3d::glamx::{DVec3, Vec3};
use rapier3d::na::ComplexField;
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();
/*
* Ground
*/
let ground_size = DVec3::new(200.0, 1.0, 200.0);
let nsubdivs = 20;
let heights = Array2::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
if i == 0 || i == nsubdivs || j == 0 || j == nsubdivs {
10.0
} else {
let x = i as f64 * ground_size.x / (nsubdivs as f64);
let z = j as f64 * ground_size.z / (nsubdivs as f64);
// NOTE: make sure we use the sin/cos from simba to ensure
// cross-platform determinism of the example when the
// enhanced_determinism feature is enabled.
<f64 as ComplexField>::sin(x) + <f64 as ComplexField>::cos(z)
}
});
// Here we will build our trimesh from the mesh representation of an
// heightfield.
let heightfield = HeightField::new(heights, ground_size);
let (vertices, indices) = heightfield.to_trimesh();
let rigid_body = RigidBodyBuilder::fixed();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::trimesh(vertices, indices).unwrap();
colliders.insert_with_parent(collider, handle, &mut bodies);
/*
* Create the cubes
*/
let num = 8;
let rad = 1.0;
let shift = rad * 2.0 + rad;
let centerx = shift * (num / 2) as f64;
let centery = shift / 2.0;
let centerz = shift * (num / 2) as f64;
for j in 0usize..47 {
for i in 0..num {
for k in 0usize..num {
let x = i as f64 * shift - centerx;
let y = j as f64 * shift + centery + 3.0;
let z = k as f64 * shift - centerz;
// Build the rigid body.
let rigid_body = RigidBodyBuilder::dynamic().translation(DVec3::new(x, y, z));
let handle = bodies.insert(rigid_body);
if j % 2 == 0 {
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
} else {
let collider = ColliderBuilder::ball(rad);
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(100.0, 100.0, 100.0), Vec3::ZERO);
}