Files
rapier/examples2d/s2d_high_mass_ratio_2.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

57 lines
1.9 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 impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
let extent = 1.0;
let friction = 0.6;
/*
* Ground
*/
let ground_width = 66.0 * extent;
let rigid_body = RigidBodyBuilder::fixed();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::segment(
Vector::new(-0.5 * 2.0 * ground_width, 0.0),
Vector::new(0.5 * 2.0 * ground_width, 0.0),
)
.friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Create the cubes
*/
let rigid_body =
RigidBodyBuilder::dynamic().translation(Vector::new(-9.0 * extent, 0.5 * extent));
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body =
RigidBodyBuilder::dynamic().translation(Vector::new(9.0 * extent, 0.5 * extent));
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
let rigid_body =
RigidBodyBuilder::dynamic().translation(Vector::new(0.0, (10.0 + 16.0) * extent));
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(10.0 * extent, 10.0 * extent).friction(friction);
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec2::new(0.0, 2.5), 20.0);
}