chore: 添加第三方依赖库

This commit is contained in:
yhh
2025-12-03 16:24:08 +08:00
parent cb1b171216
commit 83aee02540
172 changed files with 27480 additions and 0 deletions

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(15.0, 0.1);
world.createCollider(colliderDesc, body);
// Dynamic cubes.
let rad = 0.5;
let num = 5;
let i, j, k;
let shift = rad * 2.5;
let center = num * rad;
let height = 5.0;
for (i = 0; i < num; ++i) {
for (k = i; k < num; ++k) {
let x = (i * shift) / 2.0 + (k - i) * shift - center;
let y = (i * shift) / 2.0 + height;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad / 2.0);
world.createCollider(colliderDesc, body);
}
}
// Character.
let characterDesc =
RAPIER.RigidBodyDesc.kinematicPositionBased().setTranslation(
-10.0,
4.0,
);
let character = world.createRigidBody(characterDesc);
let characterColliderDesc = RAPIER.ColliderDesc.cuboid(0.6, 1.2);
let characterCollider = world.createCollider(
characterColliderDesc,
character,
);
let characterController = world.createCharacterController(0.1);
characterController.enableAutostep(0.7, 0.3, true);
characterController.enableSnapToGround(0.7);
let speed = 0.2;
let movementDirection = {x: 0.0, y: -speed};
let updateCharacter = () => {
characterController.computeColliderMovement(
characterCollider,
movementDirection,
);
let movement = characterController.computedMovement();
let newPos = character.translation();
newPos.x += movement.x;
newPos.y += movement.y;
character.setNextKinematicTranslation(newPos);
console.log("here");
};
testbed.setWorld(world);
testbed.setpreTimestepAction(updateCharacter);
document.onkeydown = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = -speed;
if (event.key == "ArrowRight") movementDirection.x = speed;
if (event.key == " ") movementDirection.y = speed;
};
document.onkeyup = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = 0.0;
if (event.key == "ArrowRight") movementDirection.x = 0.0;
if (event.key == " ") movementDirection.y = -speed; // Gravity
};
testbed.lookAt({
target: {x: 0.0, y: -1.0},
zoom: 50.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
/*
* Ground
*/
let ground_size = 5.0;
let ground_height = 0.1;
let groundBodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
0.0,
-ground_height,
);
let groundBody = world.createRigidBody(groundBodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(ground_size, ground_height);
world.createCollider(colliderDesc, groundBody);
/*
* Setup groups
*/
let group1 = 0x00010001;
let group2 = 0x00020002;
/*
* A green floor that will collide with the first group only.
*/
colliderDesc = RAPIER.ColliderDesc.cuboid(1.0, 0.1)
.setTranslation(0.0, 1.0)
.setCollisionGroups(group1);
world.createCollider(colliderDesc, groundBody);
/*
* A blue floor that will collide with the second group only.
*/
colliderDesc = RAPIER.ColliderDesc.cuboid(1.0, 0.1)
.setTranslation(0.0, 2.0)
.setCollisionGroups(group2);
world.createCollider(colliderDesc, groundBody);
/*
* Create the cubes
*/
let num = 8;
let rad = 0.1;
let shift = rad * 2.0;
let centerx = shift * (num / 2);
let centery = 2.5;
let i, j;
for (j = 0; j < 4; ++j) {
for (i = 0; i < num; ++i) {
let x = i * shift - centerx;
let y = j * shift + centery;
// Alternate between the green and blue groups.
let group = i % 2 == 0 ? group1 : group2;
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(
rad,
rad,
).setCollisionGroups(group);
world.createCollider(colliderDesc, body);
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: 0.0, y: -1.0},
zoom: 100.0,
});
}

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import seedrandom from "seedrandom";
import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
/*
* Ground
*/
// Create Ground.
let groundSize = 30.0;
let grounds = [
{x: 0.0, y: 0.0, hx: groundSize, hy: 1.2},
{x: -groundSize, y: groundSize, hx: 1.2, hy: groundSize},
{x: groundSize, y: groundSize, hx: 1.2, hy: groundSize},
];
grounds.forEach((ground) => {
let bodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
ground.x,
ground.y,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(ground.hx, ground.hy);
world.createCollider(colliderDesc, body);
});
/*
* Create the convex polygons
*/
let num = 14;
let scale = 4.0;
let shift = scale;
let centerx = (shift * num) / 2.0;
let centery = shift / 2.0;
let i, j, k;
let rng = seedrandom("convexPolygon");
for (i = 0; i < num; ++i) {
for (j = 0; j < num * 2; ++j) {
let x = i * shift - centerx;
let y = j * shift * 2.0 + centery + 2.0;
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let points = [];
for (k = 0; k < 10; ++k) {
points.push(rng() * scale, rng() * scale);
}
let colliderDesc = RAPIER.ColliderDesc.convexHull(
new Float32Array(points),
);
world.createCollider(colliderDesc, body);
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: -10.0, y: -30.0},
zoom: 7.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let groundSize = 40.0;
let grounds = [
{x: 0.0, y: 0.0, hx: groundSize, hy: 0.1},
{x: -groundSize, y: groundSize, hx: 0.1, hy: groundSize},
{x: groundSize, y: groundSize, hx: 0.1, hy: groundSize},
];
grounds.forEach((ground) => {
let bodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
ground.x,
ground.y,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(ground.hx, ground.hy);
world.createCollider(colliderDesc, body);
});
// Dynamic cubes.
let num = 20;
let numy = 50;
let rad = 1.0;
let shift = rad * 2.0 + rad;
let centerx = shift * (num / 2);
let centery = shift / 2.0;
let i, j;
for (j = 0; j < numy; ++j) {
for (i = 0; i < num; ++i) {
let x = i * shift - centerx;
let y = j * shift + centery + 3.0;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad);
world.createCollider(colliderDesc, body);
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: -10.0, y: -30.0},
zoom: 7.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
let i, j;
/*
* Ground
*/
let ground_size = {x: 50.0, y: 1.0};
let nsubdivs = 100;
let heights = [];
heights.push(40.0);
for (i = 1; i < nsubdivs; ++i) {
heights.push(Math.cos((i * ground_size.x) / nsubdivs) * 2.0);
}
heights.push(40.0);
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.heightfield(
new Float32Array(heights),
ground_size,
);
world.createCollider(colliderDesc, body);
/*
* Create the cubes
*/
let num = 15;
let rad = 0.5;
let shift = rad * 2.0;
let centerx = shift * (num / 2);
let centery = shift / 2.0;
for (i = 0; i < num; ++i) {
for (j = 0; j < num * 5; ++j) {
let x = i * shift - centerx;
let y = j * shift + centery + 3.0;
// Build the rigid body.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
if (j % 2 == 0) {
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad);
world.createCollider(colliderDesc, body);
} else {
let colliderDesc = RAPIER.ColliderDesc.ball(rad);
world.createCollider(colliderDesc, body);
}
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: -10.0, y: -15.0},
zoom: 10.0,
});
}

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import type * as RAPIER from "@dimforge/rapier2d";
import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
function buildBlock(
RAPIER: RAPIER_API,
world: RAPIER.World,
halfExtents: RAPIER.Vector,
shift: RAPIER.Vector,
numx: number,
numy: number,
numz: number,
) {
let halfExtents_yx = {x: halfExtents.y, y: halfExtents.x};
let dimensions = [halfExtents, halfExtents_yx];
let spacing = (halfExtents.y * numx - halfExtents.x) / (numz - 1.0);
let i;
let j;
let y = 0.0;
for (i = 0; i <= numy; ++i) {
let dim = dimensions[i % 2];
[numx, numz] = [numz, numx];
for (j = 0; j < numx; ++j) {
let x = i % 2 == 0 ? spacing * j * 2.0 : dim.x * j * 2.0;
// Build the rigid body.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(
x + dim.x + shift.x,
y + dim.y + shift.y,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(dim.x, dim.y);
world.createCollider(colliderDesc, body);
}
y += dim.y * 2.0;
}
}
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let groundSize = 150.0;
let groundHeight = 0.1;
let bodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
0.0,
-groundHeight,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(groundSize, groundHeight);
world.createCollider(colliderDesc, body);
// Keva tower.
let halfExtents = new RAPIER.Vector2(0.5, 2.0);
let blockHeight = 0.0;
// These should only be set to odd values otherwise
// the blocks won't align in the nicest way.
let numyArr = [0, 3, 5, 5, 7, 9];
let numBlocksBuilt = 0;
let i;
for (i = 5; i >= 1; --i) {
let numx = i * 15;
let numy = numyArr[i];
let numz = numx * 2 + 1;
let blockWidth = numx * halfExtents.y * 2.0;
buildBlock(
RAPIER,
world,
halfExtents,
new RAPIER.Vector2(-blockWidth / 2.0, blockHeight),
numx,
numy,
numz,
);
blockHeight += (numy + 1) * (halfExtents.x + halfExtents.y);
numBlocksBuilt += numx * numy;
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: -10.0, y: -5.0},
zoom: 4.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
/*
* The ground
*/
let ground_size = 1.8;
let ground_height = 1.0;
let bodyDesc = RAPIER.RigidBodyDesc.fixed().setTranslation(
0.0,
-ground_height,
);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(ground_size, ground_height);
world.createCollider(colliderDesc, body);
/*
* A rectangle that only rotates along the `x` axis.
*/
bodyDesc = RAPIER.RigidBodyDesc.dynamic()
.setTranslation(0.0, 3.0)
.lockTranslations();
body = world.createRigidBody(bodyDesc);
colliderDesc = RAPIER.ColliderDesc.cuboid(2.0, 0.6);
world.createCollider(colliderDesc, body);
/*
* A cuboid that cannot rotate.
*/
bodyDesc = RAPIER.RigidBodyDesc.dynamic()
.setTranslation(0.4, 5.0)
.lockRotations();
body = world.createRigidBody(bodyDesc);
colliderDesc = RAPIER.ColliderDesc.cuboid(0.4, 0.6);
world.createCollider(colliderDesc, body);
/*
* Setup the testbed.
*/
testbed.setWorld(world);
testbed.lookAt({
target: {x: 0.0, y: -2.0},
zoom: 50.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(15.0, 0.1);
world.createCollider(colliderDesc, body);
// Dynamic cubes.
let rad = 0.5;
let num = 5;
let i, j, k;
let shift = rad * 2.5;
let center = num * rad;
let height = 5.0;
for (i = 0; i < num; ++i) {
for (k = i; k < num; ++k) {
let x = (i * shift) / 2.0 + (k - i) * shift - center;
let y = (i * shift) / 2.0 + height;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad / 2.0);
world.createCollider(colliderDesc, body);
}
}
// Character.
let characterDesc = RAPIER.RigidBodyDesc.dynamic()
.setTranslation(-10.0, 4.0)
.setGravityScale(10.0)
.setSoftCcdPrediction(10.0);
let character = world.createRigidBody(characterDesc);
let characterColliderDesc = RAPIER.ColliderDesc.cuboid(0.6, 1.2);
world.createCollider(characterColliderDesc, character);
let pidController = world.createPidController(
60.0,
0.0,
1.0,
RAPIER.PidAxesMask.AllAng,
);
let speed = 0.2;
let movementDirection = {x: 0.0, y: 0.0};
let targetVelocity = {x: 0.0, y: 0.0};
let targetRotation = 0.0;
let updateCharacter = () => {
if (movementDirection.x == 0.0 && movementDirection.y == 0.0) {
// Only adjust the rotation, but let translation.
pidController.setAxes(RAPIER.PidAxesMask.AllAng);
} else if (movementDirection.y == 0.0) {
// Dont control the linear Y axis so the player can fall down due to gravity.
pidController.setAxes(
RAPIER.PidAxesMask.AllAng | RAPIER.PidAxesMask.LinX,
);
} else {
pidController.setAxes(RAPIER.PidAxesMask.All);
}
let targetPoint = character.translation();
targetPoint.x += movementDirection.x;
targetPoint.y += movementDirection.y;
pidController.applyLinearCorrection(
character,
targetPoint,
targetVelocity,
);
pidController.applyAngularCorrection(character, 0.0, 0.0);
};
testbed.setWorld(world);
testbed.setpreTimestepAction(updateCharacter);
document.onkeydown = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = -speed;
if (event.key == "ArrowRight") movementDirection.x = speed;
if (event.key == " ") movementDirection.y = speed;
};
document.onkeyup = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = 0.0;
if (event.key == "ArrowRight") movementDirection.x = 0.0;
if (event.key == " ") movementDirection.y = 0.0;
};
testbed.lookAt({
target: {x: 0.0, y: -1.0},
zoom: 50.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
let i, j;
/*
* Ground
*/
let nsubdivs = 100;
let points = [];
let groundSize = 30.0;
let stepSize = groundSize / nsubdivs;
points.push(-groundSize / 2.0, 25.0);
for (i = 1; i < nsubdivs; ++i) {
let x = -groundSize / 2.0 + i * stepSize;
let y = Math.cos(i * stepSize) * 2.0;
points.push(x, y);
}
points.push(groundSize / 2.0, 25.0);
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.polyline(new Float32Array(points));
world.createCollider(colliderDesc, body);
/*
* Create the cubes
*/
let num = 10;
let rad = 0.5;
let shift = rad * 2.0;
let centerx = shift * (num / 2);
let centery = shift / 2.0;
for (i = 0; i < num; ++i) {
for (j = 0; j < num * 5; ++j) {
let x = i * shift - centerx;
let y = j * shift + centery + 3.0;
// Build the rigid body.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
if (j % 2 == 0) {
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad);
world.createCollider(colliderDesc, body);
} else {
let colliderDesc = RAPIER.ColliderDesc.ball(rad);
world.createCollider(colliderDesc, body);
}
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: -10.0, y: -15.0},
zoom: 10.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
let bodies = [];
let rad = 0.4;
let numi = 30; // Num vertical nodes.
let numk = 30; // Num horizontal nodes.
let shift = 1.0;
let i, k;
for (k = 0; k < numk; ++k) {
for (i = 0; i < numi; ++i) {
let status =
k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0
? RAPIER.RigidBodyType.Fixed
: RAPIER.RigidBodyType.Dynamic;
let bodyDesc = new RAPIER.RigidBodyDesc(status).setTranslation(
k * shift,
-i * shift,
);
let child = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.ball(rad);
world.createCollider(colliderDesc, child);
// Vertical joint.
if (i > 0) {
let parent = bodies[bodies.length - 1];
let anchor1 = new RAPIER.Vector2(0.0, 0.0);
let anchor2 = new RAPIER.Vector2(0.0, shift);
let JointData = RAPIER.JointData.revolute(anchor1, anchor2);
world.createImpulseJoint(JointData, parent, child, true);
}
// Horizontal joint.
if (k > 0) {
let parentIndex = bodies.length - numi;
let parent = bodies[parentIndex];
let anchor1 = new RAPIER.Vector2(0.0, 0.0);
let anchor2 = new RAPIER.Vector2(-shift, 0.0);
let JointData = RAPIER.JointData.revolute(anchor1, anchor2);
world.createImpulseJoint(JointData, parent, child, true);
}
bodies.push(child);
}
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: 30.0, y: 30.0},
zoom: 10.0,
});
}

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
function generateVoxels(n: number) {
let points = [];
let i;
for (i = 0; i <= n; ++i) {
let y = Math.max(-0.8, Math.min(Math.sin((i / n) * 10.0), 0.8)) * 8.0;
points.push(i - n / 2.0, y);
}
return {
points: new Float32Array(points),
voxelSize: {x: 1.0, y: 1.2},
};
}
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let voxels = generateVoxels(100);
let colliderDesc = RAPIER.ColliderDesc.voxels(
voxels.points,
voxels.voxelSize,
);
world.createCollider(colliderDesc, body);
// Dynamic cubes.
let num = 10;
let numy = 4;
let rad = 1.0;
let shift = rad * 2.0 + rad;
let centery = shift / 2.0;
let offset = -num * (rad * 2.0 + rad) * 0.5;
let i, j;
for (j = 0; j < numy; ++j) {
for (i = 0; i < num; ++i) {
let x = i * shift + offset;
let y = j * shift + centery + 10.0;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc;
switch (j % 3) {
case 0:
colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad);
break;
case 1:
colliderDesc = RAPIER.ColliderDesc.ball(rad);
break;
case 2:
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad / 2.0,
);
world.createCollider(colliderDesc, body);
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad,
).setTranslation(rad, 0.0);
world.createCollider(colliderDesc, body);
colliderDesc = RAPIER.ColliderDesc.cuboid(
rad / 2.0,
rad,
).setTranslation(-rad, 0.0);
break;
}
world.createCollider(colliderDesc, body);
}
offset -= 0.05 * rad * (num - 1.0);
}
testbed.setWorld(world);
testbed.lookAt({
target: {x: 0.0, y: 0.0},
zoom: 20.0,
});
}