Add prelude + use vectors for setting linvel/translation in builders
This commit is contained in:
@@ -124,6 +124,72 @@ impl RigidBody {
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self.rb_dominance.effective_group(&self.rb_type)
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}
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#[inline]
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/// Locks or unlocks all the rotations of this rigid-body.
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pub fn lock_rotations(&mut self, locked: bool, wake_up: bool) {
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if self.is_dynamic() {
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if wake_up {
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self.wake_up(true);
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}
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self.rb_mprops
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.flags
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.set(RigidBodyMassPropsFlags::ROTATION_LOCKED_X, locked);
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self.rb_mprops
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.flags
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.set(RigidBodyMassPropsFlags::ROTATION_LOCKED_Y, locked);
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self.rb_mprops
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.flags
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.set(RigidBodyMassPropsFlags::ROTATION_LOCKED_Z, locked);
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self.update_world_mass_properties();
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}
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}
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#[inline]
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/// Locks or unlocks rotations of this rigid-body along each cartesian axes.
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pub fn restrict_rotations(
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&mut self,
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allow_rotations_x: bool,
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allow_rotations_y: bool,
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allow_rotations_z: bool,
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wake_up: bool,
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) {
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if self.is_dynamic() {
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if wake_up {
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self.wake_up(true);
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}
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self.rb_mprops.flags.set(
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RigidBodyMassPropsFlags::ROTATION_LOCKED_X,
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allow_rotations_x,
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);
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self.rb_mprops.flags.set(
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RigidBodyMassPropsFlags::ROTATION_LOCKED_Y,
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allow_rotations_y,
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);
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self.rb_mprops.flags.set(
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RigidBodyMassPropsFlags::ROTATION_LOCKED_Z,
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allow_rotations_z,
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);
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self.update_world_mass_properties();
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}
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}
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#[inline]
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/// Locks or unlocks all the rotations of this rigid-body.
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pub fn lock_translations(&mut self, locked: bool, wake_up: bool) {
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if self.is_dynamic() {
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if wake_up {
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self.wake_up(true);
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}
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self.rb_mprops
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.flags
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.set(RigidBodyMassPropsFlags::TRANSLATION_LOCKED, locked);
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self.update_world_mass_properties();
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}
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}
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/// Are the translations of this rigid-body locked?
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pub fn is_translation_locked(&self) -> bool {
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self.rb_mprops
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@@ -251,6 +317,16 @@ impl RigidBody {
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self.rb_forces.gravity_scale = scale;
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}
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/// The dominance group of this rigid-body.
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pub fn dominance_group(&self) -> i8 {
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self.rb_dominance.0
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}
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/// The dominance group of this rigid-body.
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pub fn set_dominance_group(&mut self, dominance: i8) {
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self.rb_dominance.0 = dominance
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}
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/// Adds a collider to this rigid-body.
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// TODO ECS: we keep this public for now just to simply our experiments on bevy_rapier.
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pub fn add_collider(
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@@ -279,9 +355,10 @@ impl RigidBody {
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if let Some(i) = self.rb_colliders.0.iter().position(|e| *e == handle) {
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self.changes.set(RigidBodyChanges::COLLIDERS, true);
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self.rb_colliders.0.swap_remove(i);
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let mass_properties = coll
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.mass_properties()
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.transform_by(coll.position_wrt_parent());
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.transform_by(coll.position_wrt_parent().unwrap());
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self.rb_mprops.mass_properties -= mass_properties;
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self.update_world_mass_properties();
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}
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@@ -384,6 +461,45 @@ impl RigidBody {
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&self.rb_pos.position
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}
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/// The translational part of this rigid-body's position.
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#[inline]
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pub fn translation(&self) -> Vector<Real> {
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self.rb_pos.position.translation.vector
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}
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/// Sets the translational part of this rigid-body's position.
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#[inline]
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pub fn set_translation(&mut self, translation: Vector<Real>, wake_up: bool) {
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self.changes.insert(RigidBodyChanges::POSITION);
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self.rb_pos.position.translation.vector = translation;
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self.rb_pos.next_position.translation.vector = translation;
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// TODO: Do we really need to check that the body isn't dynamic?
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if wake_up && self.is_dynamic() {
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self.wake_up(true)
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}
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}
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/// The translational part of this rigid-body's position.
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#[inline]
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pub fn rotation(&self) -> Rotation<Real> {
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self.rb_pos.position.rotation
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}
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/// Sets the rotational part of this rigid-body's position.
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#[inline]
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pub fn set_rotation(&mut self, rotation: AngVector<Real>, wake_up: bool) {
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self.changes.insert(RigidBodyChanges::POSITION);
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let rotation = Rotation::new(rotation);
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self.rb_pos.position.rotation = rotation;
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self.rb_pos.next_position.rotation = rotation;
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// TODO: Do we really need to check that the body isn't dynamic?
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if wake_up && self.is_dynamic() {
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self.wake_up(true)
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}
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}
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/// Sets the position and `next_kinematic_position` of this rigid body.
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///
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/// This will teleport the rigid-body to the specified position/orientation,
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@@ -404,6 +520,20 @@ impl RigidBody {
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}
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}
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/// If this rigid body is kinematic, sets its future translation after the next timestep integration.
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pub fn set_next_kinematic_rotation(&mut self, rotation: AngVector<Real>) {
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if self.is_kinematic() {
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self.rb_pos.next_position.rotation = Rotation::new(rotation);
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}
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}
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/// If this rigid body is kinematic, sets its future orientation after the next timestep integration.
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pub fn set_next_kinematic_translation(&mut self, rotation: Rotation<Real>) {
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if self.is_kinematic() {
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self.rb_pos.next_position.rotation = rotation;
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}
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}
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/// If this rigid body is kinematic, sets its future position after the next timestep integration.
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pub fn set_next_kinematic_position(&mut self, pos: Isometry<Real>) {
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if self.is_kinematic() {
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@@ -411,6 +541,17 @@ impl RigidBody {
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}
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}
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/// Predicts the next position of this rigid-body, by integrating its velocity and forces
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/// by a time of `dt`.
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pub fn predict_position_using_velocity_and_forces(&self, dt: Real) -> Isometry<Real> {
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self.rb_pos.integrate_forces_and_velocities(
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dt,
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&self.rb_forces,
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&self.rb_vels,
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&self.rb_mprops,
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)
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}
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pub(crate) fn update_world_mass_properties(&mut self) {
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self.rb_mprops
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.update_world_mass_properties(&self.rb_pos.position);
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@@ -618,8 +759,8 @@ impl RigidBodyBuilder {
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}
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/// Sets the scale applied to the gravity force affecting the rigid-body to be created.
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pub fn gravity_scale(mut self, x: Real) -> Self {
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self.gravity_scale = x;
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pub fn gravity_scale(mut self, scale_factor: Real) -> Self {
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self.gravity_scale = scale_factor;
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self
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}
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@@ -630,19 +771,8 @@ impl RigidBodyBuilder {
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}
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/// Sets the initial translation of the rigid-body to be created.
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#[cfg(feature = "dim2")]
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pub fn translation(mut self, x: Real, y: Real) -> Self {
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self.position.translation.x = x;
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self.position.translation.y = y;
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self
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}
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/// Sets the initial translation of the rigid-body to be created.
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#[cfg(feature = "dim3")]
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pub fn translation(mut self, x: Real, y: Real, z: Real) -> Self {
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self.position.translation.x = x;
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self.position.translation.y = y;
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self.position.translation.z = z;
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pub fn translation(mut self, translation: Vector<Real>) -> Self {
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self.position.translation.vector = translation;
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self
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}
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@@ -811,16 +941,8 @@ impl RigidBodyBuilder {
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}
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/// Sets the initial linear velocity of the rigid-body to be created.
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#[cfg(feature = "dim2")]
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pub fn linvel(mut self, x: Real, y: Real) -> Self {
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self.linvel = Vector::new(x, y);
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self
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}
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/// Sets the initial linear velocity of the rigid-body to be created.
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#[cfg(feature = "dim3")]
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pub fn linvel(mut self, x: Real, y: Real, z: Real) -> Self {
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self.linvel = Vector::new(x, y, z);
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pub fn linvel(mut self, linvel: Vector<Real>) -> Self {
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self.linvel = linvel;
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self
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}
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