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
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63
examples2d/stress_tests/balls2.rs
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63
examples2d/stress_tests/balls2.rs
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use rapier_testbed2d::Testbed;
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use rapier2d::prelude::*;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let _ground_size = 25.0;
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/*
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let ground_shape = ShapeHandle::new(Cuboid::new(Vector2::new(ground_size, 1.0)));
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let ground_handle = bodies.insert(Ground::new());
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let co = ColliderDesc::new(ground_shape)
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.translation(-Vector2::y())
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.build(BodyPartHandle(ground_handle, 0));
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colliders.insert_with_parent(co);
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*/
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/*
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* Create the balls
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*/
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let num = 50;
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let rad = 1.0;
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let shiftx = rad * 2.5;
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let shifty = rad * 2.0;
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let centerx = shiftx * (num as f32) / 2.0;
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let centery = shifty / 2.0;
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for i in 0..num {
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for j in 0usize..num * 5 {
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let x = i as f32 * shiftx - centerx;
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let y = j as f32 * shifty + centery;
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let status = if j == 0 {
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new(status).translation(Vec2::new(x, y));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::ball(rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(Vec2::new(0.0, 2.5), 5.0);
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}
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