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

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use crate::{Example, stress_tests};
use kiss3d::prelude::*;
use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
pub fn init_world(testbed: &mut Testbed) {
let settings = testbed.example_settings_mut();
// NOTE: this demo is a bit special. It takes as a setting the builder of another demo,
// builds it, and add a ton of rays into it. This gives us an easy way to check
// ray-casting in a wide variety of situations.
let demos: Vec<Example> = stress_tests::builders()
.into_iter()
.filter(|demo| !std::ptr::fn_addr_eq(demo.builder, self::init_world as fn(&mut Testbed)))
.collect();
let demo_names: Vec<_> = demos.iter().map(|demo| demo.name.to_string()).collect();
let selected = settings.get_or_set_string("Scene", 0, demo_names);
(demos[selected].builder)(testbed);
/*
* Cast rays at each frame.
*/
let ray_ball_radius = 100.0;
let ray_ball = Ball::new(ray_ball_radius);
let (ray_origins, _) = ray_ball.to_trimesh(100, 100);
let rays: Vec<_> = ray_origins
.into_iter()
.map(|pt| Ray::new(pt, -pt.normalize()))
.collect();
let mut centered_rays = rays.clone();
testbed.add_callback(move |graphics, physics, _, _| {
let Some(graphics) = graphics else {
return;
};
// Re-center the ray relative to the current position of all objects.
// This ensures demos with falling objects dont end up with a boring situation
// where all the rays point into the void.
let mut center = Vec3::ZERO;
for (_, b) in physics.bodies.iter() {
center += b.translation();
}
center /= physics.bodies.len() as Real;
for (centered, ray) in centered_rays.iter_mut().zip(rays.iter()) {
centered.origin = center + ray.origin;
}
// Cast the rays.
let t1 = std::time::Instant::now();
let max_toi = ray_ball_radius - 1.0;
let query_pipeline = physics.broad_phase.as_query_pipeline(
physics.narrow_phase.query_dispatcher(),
&physics.bodies,
&physics.colliders,
Default::default(),
);
for ray in &centered_rays {
if let Some((_, toi)) = query_pipeline.cast_ray(ray, max_toi, true) {
let a = ray.origin;
let b = ray.point_at(toi);
graphics.window.draw_line(a, b, GREEN, 100.0, true);
} else {
let a = ray.origin;
let b = ray.point_at(max_toi);
graphics.window.draw_line(a, b, RED, 100.0, true);
}
}
let main_check_time = t1.elapsed().as_secs_f32();
if let Some(settings) = &mut graphics.settings {
settings.set_label("Ray count:", format!("{}", rays.len()));
settings.set_label(
"Ray-cast time",
format!("{:.2}ms", main_check_time * 1000.0,),
);
}
});
}