Rename RigidBodyBuilder::principal_inertia -> principal_angular_inertia for clarity.
This commit is contained in:
@@ -1,3 +1,7 @@
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## v0.4.1
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- The `RigidBodyBuilder::principal_inertia` method has been deprecated and renamed to
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`principal_angular_inertia` for clarity.
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## v0.4.0
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## v0.4.0
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- The rigid-body `linvel`, `angvel`, and `position` fields are no longer public. Access using
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- The rigid-body `linvel`, `angvel`, and `position` fields are no longer public. Access using
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their corresponding getters/setters. For example: `rb.linvel()`, `rb.set_linvel(vel, true)`.
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their corresponding getters/setters. For example: `rb.linvel()`, `rb.set_linvel(vel, true)`.
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@@ -16,7 +16,7 @@ mod damping2;
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mod debug_box_ball2;
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mod debug_box_ball2;
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mod heightfield2;
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mod heightfield2;
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mod joints2;
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mod joints2;
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mod locked_rotation2;
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mod locked_rotations2;
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mod platform2;
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mod platform2;
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mod pyramid2;
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mod pyramid2;
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mod restitution2;
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mod restitution2;
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@@ -60,7 +60,7 @@ pub fn main() {
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("Damping", damping2::init_world),
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("Damping", damping2::init_world),
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("Heightfield", heightfield2::init_world),
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("Heightfield", heightfield2::init_world),
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("Joints", joints2::init_world),
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("Joints", joints2::init_world),
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("Locked rotations", locked_rotation2::init_world),
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("Locked rotations", locked_rotations2::init_world),
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("Platform", platform2::init_world),
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("Platform", platform2::init_world),
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("Pyramid", pyramid2::init_world),
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("Pyramid", pyramid2::init_world),
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("Restitution", restitution2::init_world),
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("Restitution", restitution2::init_world),
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@@ -26,7 +26,7 @@ mod fountain3;
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mod heightfield3;
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mod heightfield3;
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mod joints3;
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mod joints3;
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mod keva3;
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mod keva3;
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mod locked_rotation3;
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mod locked_rotations3;
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mod platform3;
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mod platform3;
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mod primitives3;
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mod primitives3;
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mod restitution3;
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mod restitution3;
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@@ -79,7 +79,7 @@ pub fn main() {
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("Domino", domino3::init_world),
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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("Heightfield", heightfield3::init_world),
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("Joints", joints3::init_world),
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("Joints", joints3::init_world),
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("Locked rotations", locked_rotation3::init_world),
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("Locked rotations", locked_rotations3::init_world),
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("Platform", platform3::init_world),
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("Platform", platform3::init_world),
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("Restitution", restitution3::init_world),
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("Restitution", restitution3::init_world),
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("Stacks", stacks3::init_world),
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("Stacks", stacks3::init_world),
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@@ -1,4 +1,4 @@
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use na::{Isometry3, Point3, Vector3};
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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use rapier_testbed3d::Testbed;
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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.friction(0.15)
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.friction(0.15)
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// .restitution(0.5)
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// .restitution(0.5)
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.build();
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.build();
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let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
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colliders.insert(collider, ground_handle, &mut bodies);
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/*
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/*
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* Rolling ball
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* Rolling ball
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@@ -60,7 +60,7 @@ pub fn init_world(testbed: &mut Testbed) {
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extra_colliders.push(new_ball_collider_handle);
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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// Snap the ball velocity or restore it.
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let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
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let ball = physics.bodies.get_mut(ball_handle).unwrap();
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if step == snapped_frame {
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if step == snapped_frame {
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linvel = *ball.linvel();
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linvel = *ball.linvel();
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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.friction(0.15)
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.friction(0.15)
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// .restitution(0.5)
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// .restitution(0.5)
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.build();
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.build();
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let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
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colliders.insert(collider, ground_handle, &mut bodies);
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/*
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/*
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* Rolling ball
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* Rolling ball
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@@ -44,11 +44,11 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let mut step = 0;
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let snapped_frame = 51;
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let snapped_frame = 51;
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |_, physics, _, _, _| {
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step += 1;
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step += 1;
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// Snap the ball velocity or restore it.
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// Snap the ball velocity or restore it.
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let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
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let ball = physics.bodies.get_mut(ball_handle).unwrap();
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if step == snapped_frame {
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if step == snapped_frame {
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linvel = *ball.linvel();
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linvel = *ball.linvel();
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@@ -33,7 +33,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 3.0, 0.0)
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.translation(0.0, 3.0, 0.0)
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.lock_translations()
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.lock_translations()
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.principal_inertia(Vector3::zeros(), Vector3::new(true, false, false))
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.principal_angular_inertia(Vector3::zeros(), Vector3::new(true, false, false))
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.build();
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.build();
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let handle = bodies.insert(rigid_body);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.2, 0.6, 2.0).build();
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let collider = ColliderBuilder::cuboid(0.2, 0.6, 2.0).build();
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@@ -646,9 +646,9 @@ impl RigidBodyBuilder {
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/// See the documentation of [`RigidBodyBuilder::principal_inertia`] for more details.
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/// See the documentation of [`RigidBodyBuilder::principal_inertia`] for more details.
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pub fn lock_rotations(self) -> Self {
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pub fn lock_rotations(self) -> Self {
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#[cfg(feature = "dim2")]
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#[cfg(feature = "dim2")]
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return self.principal_inertia(0.0, false);
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return self.principal_angular_inertia(0.0, false);
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#[cfg(feature = "dim3")]
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#[cfg(feature = "dim3")]
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return self.principal_inertia(Vector::zeros(), Vector::repeat(false));
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return self.principal_angular_inertia(Vector::zeros(), Vector::repeat(false));
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}
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}
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/// Sets the mass of the rigid-body being built.
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/// Sets the mass of the rigid-body being built.
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@@ -670,7 +670,6 @@ impl RigidBodyBuilder {
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);
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);
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self
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self
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}
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}
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/// Sets the angular inertia of this rigid-body.
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/// Sets the angular inertia of this rigid-body.
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///
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///
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/// In order to lock the rotations of this rigid-body (by
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/// In order to lock the rotations of this rigid-body (by
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@@ -682,7 +681,11 @@ impl RigidBodyBuilder {
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/// will depend on the initial principal inertia set by this method to which is added
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/// will depend on the initial principal inertia set by this method to which is added
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/// the contributions of all the colliders with non-zero density attached to this rigid-body.
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/// the contributions of all the colliders with non-zero density attached to this rigid-body.
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#[cfg(feature = "dim2")]
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#[cfg(feature = "dim2")]
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pub fn principal_inertia(mut self, inertia: f32, colliders_contribution_enabled: bool) -> Self {
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pub fn principal_angular_inertia(
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mut self,
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inertia: f32,
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colliders_contribution_enabled: bool,
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) -> Self {
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self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia);
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self.mass_properties.inv_principal_inertia_sqrt = utils::inv(inertia);
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self.flags.set(
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self.flags.set(
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RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_X
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RigidBodyFlags::IGNORE_COLLIDER_ANGULAR_INERTIA_X
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@@ -693,6 +696,13 @@ impl RigidBodyBuilder {
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self
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self
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}
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}
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/// Use `self.principal_angular_inertia` instead.
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#[cfg(feature = "dim2")]
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#[deprecated(note = "renamed to `principal_angular_inertia`.")]
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pub fn principal_inertia(self, inertia: f32, colliders_contribution_enabled: bool) -> Self {
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self.principal_angular_inertia(inertia, colliders_contribution_enabled)
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}
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/// Sets the principal angular inertia of this rigid-body.
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/// Sets the principal angular inertia of this rigid-body.
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///
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///
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/// In order to lock the rotations of this rigid-body (by
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/// In order to lock the rotations of this rigid-body (by
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@@ -706,7 +716,7 @@ impl RigidBodyBuilder {
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/// to which is added the contributions of all the colliders with non-zero density
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/// to which is added the contributions of all the colliders with non-zero density
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/// attached to this rigid-body.
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/// attached to this rigid-body.
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#[cfg(feature = "dim3")]
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#[cfg(feature = "dim3")]
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pub fn principal_inertia(
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pub fn principal_angular_inertia(
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mut self,
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mut self,
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inertia: AngVector<f32>,
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inertia: AngVector<f32>,
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colliders_contribution_enabled: AngVector<bool>,
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colliders_contribution_enabled: AngVector<bool>,
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@@ -727,6 +737,17 @@ impl RigidBodyBuilder {
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self
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self
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}
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}
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/// Use `self.principal_angular_inertia` instead.
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#[cfg(feature = "dim3")]
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#[deprecated(note = "renamed to `principal_angular_inertia`.")]
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pub fn principal_inertia(
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self,
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inertia: AngVector<f32>,
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colliders_contribution_enabled: AngVector<bool>,
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) -> Self {
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self.principal_angular_inertia(inertia, colliders_contribution_enabled)
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}
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/// Sets the damping factor for the linear part of the rigid-body motion.
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/// Sets the damping factor for the linear part of the rigid-body motion.
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///
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///
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/// The higher the linear damping factor is, the more quickly the rigid-body
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/// The higher the linear damping factor is, the more quickly the rigid-body
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