* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
51 lines
1.5 KiB
Rust
51 lines
1.5 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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let origin = Vector::new(100_000.0, -80_000.0);
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let friction = 0.6;
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/*
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* Ground
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*/
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let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -1.0) + origin);
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(100.0, 1.0).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let base_count = 10;
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let h = 0.5;
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let shift = 1.25 * h;
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for i in 0..base_count {
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let y = (2.0 * i as f32 + 1.0) * shift + 0.5;
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for j in i..base_count {
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let x = (i as f32 + 1.0) * shift + 2.0 * (j as f32 - i as f32) * shift
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- h * base_count as f32;
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y) + origin);
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(h, h).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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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::new(origin.x + 0.0, origin.y + 2.5), 20.0);
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}
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