Files
rapier/examples2d/s2d_ball_and_chain.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

74 lines
2.4 KiB
Rust

use rapier_testbed2d::Testbed;
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 = bodies.insert(RigidBodyBuilder::fixed());
/*
* Create the bridge.
*/
let count = 40;
let hx = 0.5;
let density = 20.0;
let friction = 0.6;
let capsule = ColliderBuilder::capsule_x(hx, 0.125)
.friction(friction)
.density(density);
let mut prev = ground;
for i in 0..count {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(Vector::new((1.0 + 2.0 * i as f32) * hx, count as f32 * hx));
let handle = bodies.insert(rigid_body);
colliders.insert_with_parent(capsule.clone(), handle, &mut bodies);
let pivot = Vector::new((2.0 * i as f32) * hx, count as f32 * hx);
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
prev = handle;
}
let radius = 8.0;
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(Vector::new(
(1.0 + 2.0 * count as f32) * hx + radius - hx,
count as f32 * hx,
));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(radius)
.friction(friction)
.density(density);
colliders.insert_with_parent(collider, handle, &mut bodies);
let pivot = Vector::new((2.0 * count as f32) * hx, count as f32 * hx);
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec2::new(0.0, 2.5), 20.0);
}