Files
rapier/examples3d/primitives3.rs
2021-03-13 18:00:58 +01:00

95 lines
3.1 KiB
Rust

use na::Point3;
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let joints = JointSet::new();
/*
* Create the cubes
*/
let num = 8;
let rad = 1.0;
let shiftx = rad * 2.0 + rad;
let shifty = rad * 2.0 + rad;
let shiftz = rad * 2.0 + rad;
let centerx = shiftx * (num / 2) as f32;
let centery = shifty / 2.0;
let centerz = shiftz * (num / 2) as f32;
let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
for j in 0usize..1 {
for i in 0..1 {
for k in 0usize..1 {
let x = i as f32 * shiftx - centerx + offset;
let y = j as f32 * shifty + centery - rad;
let z = k as f32 * shiftz - centerz + offset;
// Build the rigid body.
let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
let handle = bodies.insert(rigid_body);
let collider = match j % 5 {
0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
1 => ColliderBuilder::ball(rad).build(),
// Rounded cylinders are much more efficient that cylinder, even if the
// rounding margin is small.
2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
3 => ColliderBuilder::cone(rad, rad).build(),
_ => ColliderBuilder::capsule_y(rad, rad).build(),
};
colliders.insert(collider, handle, &mut bodies);
}
}
offset -= 0.05 * rad * (num as f32 - 1.0);
}
/*
* Ground
*/
testbed.add_callback(
move |mut window, mut graphics, physics, events, run_state| {
if run_state.timestep_id == 10 {
let ground_size = 100.1;
let ground_height = 2.1;
let rigid_body = RigidBodyBuilder::new_static()
.translation(0.0, -ground_height, 0.0)
.build();
let handle = physics.bodies.insert(rigid_body);
let collider =
ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
physics
.colliders
.insert(collider, handle, &mut physics.bodies);
if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
graphics.add(window, handle, &physics.bodies, &physics.colliders);
}
}
},
);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, joints);
testbed.physics_state_mut().gravity.fill(0.0);
testbed.look_at(Point3::new(100.0, 100.0, 100.0), Point3::origin());
}
fn main() {
let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
testbed.run()
}