* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
64 lines
2.0 KiB
Rust
64 lines
2.0 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 mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Create the joint grid.
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*/
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let rad = 0.4;
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let numi = 100;
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let numk = 100;
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let shift = 1.0;
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let mut index = 0;
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let mut handles = vec![RigidBodyHandle::invalid(); numi * numk];
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for k in 0..numk {
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for i in 0..numi {
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let body_type = if k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0 {
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(body_type)
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.translation(Vector::new(k as f32 * shift, -(i as f32) * shift));
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let handle = bodies.insert(rigid_body);
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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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if i > 0 {
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let joint = RevoluteJointBuilder::new()
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.local_anchor1(Vector::new(0.0, -0.5 * shift))
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.local_anchor2(Vector::new(0.0, 0.5 * shift))
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.contacts_enabled(false);
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impulse_joints.insert(handles[index - 1], handle, joint, true);
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}
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if k > 0 {
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let joint = RevoluteJointBuilder::new()
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.local_anchor1(Vector::new(0.5 * shift, 0.0))
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.local_anchor2(Vector::new(-0.5 * shift, 0.0))
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.contacts_enabled(false);
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impulse_joints.insert(handles[index - numi], handle, joint, true);
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}
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handles[index] = handle;
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index += 1;
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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(0.0, 2.5), 20.0);
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}
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