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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@@ -1,3 +1,4 @@
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use kiss3d::color::Color;
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use rapier_testbed3d::Testbed;
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use rapier3d::prelude::*;
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@@ -5,16 +6,19 @@ pub fn build_block(
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testbed: &mut Testbed,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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half_extents: Vector<f32>,
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shift: Vector<f32>,
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half_extents: Vector,
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shift: Vector,
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(mut numx, numy, mut numz): (usize, usize, usize),
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) {
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let dimensions = [half_extents.xyz(), half_extents.zyx()];
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let dimensions = [
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half_extents,
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Vector::new(half_extents.z, half_extents.y, half_extents.x),
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];
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let block_width = 2.0 * half_extents.z * numx as f32;
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let block_height = 2.0 * half_extents.y * numy as f32;
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let spacing = (half_extents.z * numx as f32 - half_extents.x) / (numz as f32 - 1.0);
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let mut color0 = [0.7, 0.5, 0.9];
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let mut color1 = [0.6, 1.0, 0.6];
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let mut color0 = Color::new(0.7, 0.5, 0.9, 1.0);
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let mut color1 = Color::new(0.6, 1.0, 0.6, 1.0);
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for i in 0..numy {
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std::mem::swap(&mut numx, &mut numz);
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@@ -36,11 +40,11 @@ pub fn build_block(
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};
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(
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x + dim.x + shift.x,
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y + dim.y + shift.y,
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z + dim.z + shift.z
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]);
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z + dim.z + shift.z,
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));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z);
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colliders.insert_with_parent(collider, handle, bodies);
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@@ -52,16 +56,16 @@ pub fn build_block(
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}
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// Close the top.
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let dim = half_extents.zxy();
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let dim = Vector::new(half_extents.z, half_extents.x, half_extents.y);
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for i in 0..(block_width / (dim.x * 2.0)) as usize {
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for j in 0..(block_width / (dim.z * 2.0)) as usize {
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![
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let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(
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i as f32 * dim.x * 2.0 + dim.x + shift.x,
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dim.y + shift.y + block_height,
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j as f32 * dim.z * 2.0 + dim.z + shift.z
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]);
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j as f32 * dim.z * 2.0 + dim.z + shift.z,
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));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z);
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colliders.insert_with_parent(collider, handle, bodies);
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@@ -86,7 +90,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let ground_size = 50.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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@@ -94,7 +98,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Create the cubes
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*/
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let half_extents = vector![0.02, 0.1, 0.4] / 2.0 * 10.0;
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let half_extents = Vector::new(0.02, 0.1, 0.4) / 2.0 * 10.0;
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let mut block_height = 0.0;
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// These should only be set to odd values otherwise
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// the blocks won't align in the nicest way.
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@@ -111,7 +115,7 @@ pub fn init_world(testbed: &mut Testbed) {
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&mut bodies,
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&mut colliders,
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half_extents,
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vector![-block_width / 2.0, block_height, -block_width / 2.0],
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Vector::new(-block_width / 2.0, block_height, -block_width / 2.0),
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(numx, numy, numz),
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);
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block_height += numy as f32 * half_extents.y * 2.0 + half_extents.x * 2.0;
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@@ -124,5 +128,5 @@ pub fn init_world(testbed: &mut Testbed) {
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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(point![100.0, 100.0, 100.0], Point::origin());
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testbed.look_at(Vec3::new(100.0, 100.0, 100.0), Vec3::ZERO);
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}
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