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

@@ -15,7 +15,7 @@ pub fn init_world(testbed: &mut Testbed) {
let ground_size = 10.1;
let ground_height = 2.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -23,7 +23,7 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Platform that will be enabled/disabled.
*/
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 5.0, 0.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(5.0, 1.0, 5.0);
let handle_to_disable = colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -38,7 +38,7 @@ pub fn init_world(testbed: &mut Testbed) {
}
if run_state.timestep_id % 25 == 0 {
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 20.0, 0.0]);
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 20.0, 0.0));
let handle = physics.bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
physics
@@ -55,5 +55,5 @@ pub fn init_world(testbed: &mut Testbed) {
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![-30.0, 4.0, -30.0], point![0.0, 1.0, 0.0]);
testbed.look_at(Vec3::new(30.0, 4.0, 30.0), Vec3::new(0.0, 1.0, 0.0));
}