use boxddd::{BodyDef, BodyType, BoxHull, ShapeDef, TaskSystem, Vec3, World, WorldDef};
fn main() -> boxddd::Result<()> {
let task_system = TaskSystem::blocking_threads();
let mut world = World::new(
WorldDef::builder()
.gravity(Vec3::new(0.0, -10.0, 0.0))
.worker_count(2)
.task_system(task_system.clone())
.build(),
)?;
let ground = world.create_body(BodyDef::builder().position([0.0, -1.0, 0.0]).build());
world.create_hull_shape(ground, &ShapeDef::default(), &BoxHull::new(30.0, 0.5, 30.0));
let shape_def = ShapeDef::builder().density(1.0).friction(0.4).build();
for x in 0..10 {
for z in 0..10 {
let body = world.create_body(
BodyDef::builder()
.body_type(BodyType::Dynamic)
.position([(x as f32 - 5.0) * 0.8, 3.0, (z as f32 - 5.0) * 0.8])
.build(),
);
world.create_hull_shape(body, &shape_def, &BoxHull::cube(0.35));
}
}
for _ in 0..30 {
world.try_step(1.0 / 60.0, 4)?;
}
let stats = task_system.stats();
let counters = world.counters();
println!(
"scheduler: enqueued={} started={} completed={} finished={} panicked={}",
stats.enqueued, stats.started, stats.completed, stats.finished, stats.panicked
);
println!("box3d task_count={}", counters.task_count);
Ok(())
}