Rename RigidBodyBuilder::principal_inertia -> principal_angular_inertia for clarity.

This commit is contained in:
Crozet Sébastien
2020-12-01 15:04:30 +01:00
parent 29d4814266
commit a072d4056a
9 changed files with 41 additions and 16 deletions

View File

@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
.friction(0.15)
// .restitution(0.5)
.build();
let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
colliders.insert(collider, ground_handle, &mut bodies);
/*
* Rolling ball
@@ -44,11 +44,11 @@ pub fn init_world(testbed: &mut Testbed) {
let mut step = 0;
let snapped_frame = 51;
testbed.add_callback(move |window, physics, _, graphics, _| {
testbed.add_callback(move |_, physics, _, _, _| {
step += 1;
// Snap the ball velocity or restore it.
let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
let ball = physics.bodies.get_mut(ball_handle).unwrap();
if step == snapped_frame {
linvel = *ball.linvel();