use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
fn main() {
App::new()
.insert_resource(ClearColor(Color::srgb(
0xF9 as f32 / 255.0,
0xF9 as f32 / 255.0,
0xFF as f32 / 255.0,
)))
.add_plugins((
DefaultPlugins,
RapierPhysicsPlugin::<NoUserData>::default(),
RapierDebugRenderPlugin::default(),
))
.add_systems(Startup, (setup_graphics, setup_physics))
.run();
}
pub fn setup_graphics(mut commands: Commands) {
commands.spawn((
Camera3d::default(),
Transform::from_xyz(-30.0, 30.0, 100.0).looking_at(Vec3::new(0.0, 10.0, 0.0), Vec3::Y),
));
}
pub fn setup_physics(mut commands: Commands) {
let ground_size = 50.0;
let ground_height = 0.1;
commands.spawn((
Transform::from_xyz(0.0, -ground_height, 0.0),
Collider::cuboid(ground_size, ground_height, ground_size),
));
let num = 4;
let rad = 0.2;
let shift = rad * 4.0 + rad;
let centerx = shift * (num / 2) as f32;
let centery = shift / 2.0;
let centerz = shift * (num / 2) as f32;
let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
let mut color = 0;
let colors = [
Hsla::hsl(220.0, 1.0, 0.3),
Hsla::hsl(180.0, 1.0, 0.3),
Hsla::hsl(260.0, 1.0, 0.7),
];
for j in 0usize..20 {
for i in 0..num {
for k in 0usize..num {
let x = i as f32 * shift * 5.0 - centerx + offset;
let y = j as f32 * (shift * 5.0) + centery + 3.0;
let z = k as f32 * shift * 2.0 - centerz + offset;
color += 1;
commands
.spawn((Transform::from_xyz(x, y, z), RigidBody::Dynamic))
.with_children(|children| {
children.spawn((
Collider::cuboid(rad * 10.0, rad, rad),
ColliderDebugColor(colors[color % 3]),
));
children.spawn((
Transform::from_xyz(rad * 10.0, rad * 10.0, 0.0),
Collider::cuboid(rad, rad * 10.0, rad),
ColliderDebugColor(colors[color % 3]),
));
children.spawn((
Transform::from_xyz(-rad * 10.0, rad * 10.0, 0.0),
Collider::cuboid(rad, rad * 10.0, rad),
ColliderDebugColor(colors[color % 3]),
));
});
}
}
offset -= 0.05 * rad * (num as f32 - 1.0);
}
}