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Copy pathdebug_internal_edges3.rs
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Copy pathdebug_internal_edges3.rs
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70 lines (62 loc) · 2.28 KB
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use rapier_testbed3d::TestbedViewer;
use rapier3d::prelude::*;
pub async fn run(viewer: &mut TestbedViewer) -> anyhow::Result<()> {
/*
* World
*/
let mut world = PhysicsWorld::new();
let heights = Array2::zeros(100, 100);
let heightfield = HeightField::with_flags(
heights,
Vector::new(60.0, 1.0, 60.0),
HeightFieldFlags::all(),
);
let rotation = Vector::new(0.0, 0.0, 0.0); // Vector::new(-0.1, 0.0, 0.0);
world.insert_collider(
ColliderBuilder::new(SharedShape::new(heightfield.clone())).rotation(rotation),
None,
);
// let mut trimesh = TriMesh::from(heightfield);
// trimesh.set_flags(TriMeshFlags::MERGE_DUPLICATE_VERTICES)
// colliders.insert(ColliderBuilder::new(SharedShape::new(trimesh.clone())).rotation(rotation));
// // NOTE: we add a sensor just because we want the testbed to display the mesh’s wireframe.
// colliders.insert(
// ColliderBuilder::new(SharedShape::new(trimesh))
// .sensor(true)
// .rotation(rotation),
// );
// Dynamic rigid bodies.
let rigid_body = RigidBodyBuilder::dynamic()
.translation(Vector::new(4.0, 0.5, 0.0))
.linvel(Vector::new(0.0, -40.0, 20.0))
.can_sleep(false);
let collider = ColliderBuilder::ball(0.5);
let (_handle, _) = world.insert(rigid_body, collider);
let rigid_body = RigidBodyBuilder::dynamic()
.translation(Vector::new(-3.0, 5.0, 0.0))
.linvel(Vector::new(0.0, -4.0, 20.0))
.can_sleep(false);
let collider = ColliderBuilder::cuboid(0.5, 0.5, 0.5);
let (_handle, _) = world.insert(rigid_body, collider);
let rigid_body = RigidBodyBuilder::dynamic()
.translation(Vector::new(8.0, 0.2, 0.0))
.linvel(Vector::new(0.0, -4.0, 20.0))
.can_sleep(false);
let collider = ColliderBuilder::cylinder(0.5, 0.2).rotation(Vector::new(
0.0,
0.0,
std::f32::consts::PI / 2.0,
));
let (_handle, _) = world.insert(rigid_body, collider);
/*
* Set up the testbed.
*/
viewer.set_world(&mut world);
viewer.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::ZERO);
while viewer.render_frame(&mut world).await {
if viewer.simulating() {
world.step();
}
}
Ok(())
}