feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)

* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
This commit is contained in:
Sébastien Crozet
2026-01-09 17:26:36 +01:00
committed by GitHub
parent 48de83817e
commit 0b7c3b34ec
265 changed files with 8501 additions and 8575 deletions

View File

@@ -31,14 +31,14 @@ pub fn init_world(testbed: &mut Testbed) {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![(1.0 + 2.0 * i as f32) * hx, count as f32 * hx]);
.translation(Vector::new((1.0 + 2.0 * i as f32) * hx, count as f32 * hx));
let handle = bodies.insert(rigid_body);
colliders.insert_with_parent(capsule.clone(), handle, &mut bodies);
let pivot = point![(2.0 * i as f32) * hx, count as f32 * hx];
let pivot = Vector::new((2.0 * i as f32) * hx, count as f32 * hx);
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(&pivot))
.local_anchor1(bodies[prev].position().inverse_transform_point(pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
prev = handle;
@@ -48,20 +48,20 @@ pub fn init_world(testbed: &mut Testbed) {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![
.translation(Vector::new(
(1.0 + 2.0 * count as f32) * hx + radius - hx,
count as f32 * hx
]);
count as f32 * hx,
));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(radius)
.friction(friction)
.density(density);
colliders.insert_with_parent(collider, handle, &mut bodies);
let pivot = point![(2.0 * count as f32) * hx, count as f32 * hx];
let pivot = Vector::new((2.0 * count as f32) * hx, count as f32 * hx);
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(&pivot))
.local_anchor1(bodies[prev].position().inverse_transform_point(pivot))
.local_anchor2(bodies[handle].position().inverse_transform_point(pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, handle, joint, true);
@@ -69,5 +69,5 @@ pub fn init_world(testbed: &mut Testbed) {
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 2.5], 20.0);
testbed.look_at(Vec2::new(0.0, 2.5), 20.0);
}