* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
69 lines
1.9 KiB
Rust
69 lines
1.9 KiB
Rust
use rapier_testbed2d::Testbed;
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use rapier2d::prelude::*;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = Vector::new(50.0, 1.0);
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let nsubdivs = 2000;
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let heights = (0..nsubdivs + 1)
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.map(|i| {
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if i == 0 || i == nsubdivs {
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8.0
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} else {
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(i as f32 * ground_size.x / (nsubdivs as f32)).cos() * 2.0
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}
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})
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.collect();
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let rigid_body = RigidBodyBuilder::fixed();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::heightfield(heights, ground_size);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 20;
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let rad = 0.5;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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for i in 0..num {
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for j in 0usize..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery + 3.0;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y));
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let handle = bodies.insert(rigid_body);
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if j % 2 == 0 {
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let collider = ColliderBuilder::cuboid(rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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} else {
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let collider = ColliderBuilder::ball(rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(Vec2::ZERO, 10.0);
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}
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