58 lines
1.8 KiB
Rust
58 lines
1.8 KiB
Rust
use na::Point2;
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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let bodies = RigidBodySet::new();
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let colliders = ColliderSet::new();
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let joints = JointSet::new();
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let rad = 0.5;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0)
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.build();
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let handle = physics.bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad).build();
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add(*window, handle, &physics.bodies, &physics.colliders);
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}
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let to_remove: Vec<_> = physics
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.bodies
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.iter()
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.filter(|(_, b)| b.position().translation.vector.y < -10.0)
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.map(|e| e.0)
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.collect();
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for handle in to_remove {
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physics.bodies.remove(
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handle,
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&mut physics.islands,
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&mut physics.colliders,
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&mut physics.joints,
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);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.remove_body_nodes(*window, handle);
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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, joints);
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testbed.look_at(Point2::new(0.0, 0.0), 20.0);
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Add-remove", init_world)]);
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testbed.run()
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}
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