Files
rapier/examples2d/rope_joints2.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

88 lines
3.0 KiB
Rust

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 = 0.75;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed()
.translation(Vector::new(-ground_size - ground_height, ground_size));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed()
.translation(Vector::new(ground_size + ground_height, ground_size));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body =
RigidBodyBuilder::kinematic_position_based().translation(Vector::new(0.0, 0.3));
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.15, 0.3);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
/*
* Tethered Ball
*/
let rad = 0.04;
let rigid_body =
RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(Vector::new(1.0, 1.0));
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, child_handle, &mut bodies);
let joint = RopeJointBuilder::new(2.0).local_anchor2(Vector::new(0.0, 0.0));
impulse_joints.insert(character_handle, child_handle, 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(Vec2::new(0.0, 1.0), 100.0);
}