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

@@ -27,24 +27,24 @@ pub fn init_world(testbed: &mut Testbed) {
let rigid_body = RigidBodyBuilder::dynamic()
.linear_damping(0.1)
.angular_damping(0.1)
.translation(vector![x_base + 0.5 + 1.0 * i as f32, 20.0]);
.translation(Vector::new(x_base + 0.5 + 1.0 * i as f32, 20.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.5, 0.125).density(density);
colliders.insert_with_parent(collider, handle, &mut bodies);
let pivot = point![x_base + 1.0 * i as f32, 20.0];
let pivot = Vector::new(x_base + 1.0 * i as f32, 20.0);
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;
}
let pivot = point![x_base + 1.0 * count as f32, 20.0];
let pivot = Vector::new(x_base + 1.0 * count as f32, 20.0);
let joint = RevoluteJointBuilder::new()
.local_anchor1(bodies[prev].position().inverse_transform_point(&pivot))
.local_anchor2(bodies[ground].position().inverse_transform_point(&pivot))
.local_anchor1(bodies[prev].position().inverse_transform_point(pivot))
.local_anchor2(bodies[ground].position().inverse_transform_point(pivot))
.contacts_enabled(false);
impulse_joints.insert(prev, ground, joint, true);
@@ -52,5 +52,5 @@ 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);
}