* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
62 lines
1.8 KiB
Rust
62 lines
1.8 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 num = 80;
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let rad = 0.5;
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/*
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* Ground
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*/
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let ground_size = num as f32 * rad * 10.0;
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let ground_thickness = 1.0;
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let rigid_body = RigidBodyBuilder::fixed();
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_thickness);
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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 shiftx_centerx = [
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(rad * 2.0 + 0.0002, -(num as f32) * rad * 2.0 * 1.5),
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(rad * 2.0 + rad, num as f32 * rad * 2.0 * 1.5),
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];
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for (shiftx, centerx) in shiftx_centerx {
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let shifty = rad * 2.0;
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let centery = shifty / 2.0 + ground_thickness;
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for i in 0..num {
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for j in 0usize..1 + i * 2 {
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let fj = j as f32;
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let fi = i as f32;
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let x = (fj - fi) * shiftx + centerx;
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let y = (num as f32 - fi - 1.0) * shifty + centery;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vec2::new(x, y));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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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), 5.0);
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}
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