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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@@ -14,14 +14,14 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a velocity-based kinematic rigid body.
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*/
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let platform_body =
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RigidBodyBuilder::kinematic_velocity_based().translation(vector![0.0, 1.5 + 0.8, 0.0]);
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RigidBodyBuilder::kinematic_velocity_based().translation(Vector::new(0.0, 1.5 + 0.8, 0.0));
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let platform_handle = bodies.insert(platform_body);
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let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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// A second velocity-based platform but this one will move super slow.
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let slow_platform_body =
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RigidBodyBuilder::kinematic_velocity_based().translation(vector![0.0, 0.0, 0.0]);
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RigidBodyBuilder::kinematic_velocity_based().translation(Vector::new(0.0, 0.0, 0.0));
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let slow_platform_handle = bodies.insert(slow_platform_body);
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let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
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colliders.insert_with_parent(collider, slow_platform_handle, &mut bodies);
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@@ -40,10 +40,10 @@ pub fn init_world(testbed: &mut Testbed) {
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assert!(!physics.bodies[slow_platform_handle].is_sleeping());
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if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
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slow_platform.set_linvel(Vector::zeros(), true);
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slow_platform.set_linvel(Vector::ZERO, true);
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}
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(Vector::zeros(), true);
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platform.set_linvel(Vector::ZERO, true);
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}
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}
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@@ -62,17 +62,17 @@ pub fn init_world(testbed: &mut Testbed) {
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assert!(physics.bodies[platform_handle].is_sleeping());
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assert!(physics.bodies[slow_platform_handle].is_sleeping());
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let slow_velocity = vector![0.0, 0.01, 0.0];
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let slow_velocity = Vector::new(0.0, 0.01, 0.0);
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if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
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slow_platform.set_linvel(slow_velocity, true);
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}
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}
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let velocity = vector![
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let velocity = Vector::new(
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0.0,
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(run_state.time * 2.0).cos(),
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run_state.time.sin() * 2.0
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];
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run_state.time.sin() * 2.0,
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);
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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@@ -84,5 +84,5 @@ pub fn init_world(testbed: &mut Testbed) {
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* Run the simulation.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(point![-10.0, 5.0, -10.0], Point::origin());
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testbed.look_at(Vec3::new(10.0, 5.0, 10.0), Vec3::ZERO);
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}
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