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

@@ -1,11 +1,7 @@
#![allow(dead_code)]
#![allow(clippy::type_complexity)]
#[cfg(target_arch = "wasm32")]
use wasm_bindgen::prelude::*;
use rapier_testbed2d::{Testbed, TestbedApp};
use std::cmp::Ordering;
use rapier_testbed2d::{Example, TestbedApp};
mod add_remove2;
mod ccd2;
@@ -44,66 +40,94 @@ mod s2d_high_mass_ratio_3;
mod s2d_joint_grid;
mod s2d_pyramid;
mod sensor2;
mod stress_tests;
#[cfg(not(target_arch = "wasm32"))]
mod trimesh2;
mod voxels2;
mod utils;
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Add remove", add_remove2::init_world),
("CCD", ccd2::init_world),
("Character controller", character_controller2::init_world),
("Collision groups", collision_groups2::init_world),
("Convex polygons", convex_polygons2::init_world),
("Damping", damping2::init_world),
("Drum", drum2::init_world),
("Heightfield", heightfield2::init_world),
("Inverse kinematics", inverse_kinematics2::init_world),
("Inv pyramid", inv_pyramid2::init_world),
("Joints", joints2::init_world),
("Locked rotations", locked_rotations2::init_world),
("One-way platforms", one_way_platforms2::init_world),
("Platform", platform2::init_world),
("Polyline", polyline2::init_world),
("Pin Slot Joint", pin_slot_joint2::init_world),
("Pyramid", pyramid2::init_world),
("Restitution", restitution2::init_world),
("Rope Joints", rope_joints2::init_world),
("Sensor", sensor2::init_world),
("Trimesh", trimesh2::init_world),
("Voxels", voxels2::init_world),
("Joint motor position", joint_motor_position2::init_world),
("(Debug) box ball", debug_box_ball2::init_world),
("(Debug) compression", debug_compression2::init_world),
("(Debug) intersection", debug_intersection2::init_world),
("(Debug) total overlap", debug_total_overlap2::init_world),
(
"(Debug) vertical column",
debug_vertical_column2::init_world,
),
("(s2d) high mass ratio 1", s2d_high_mass_ratio_1::init_world),
("(s2d) high mass ratio 2", s2d_high_mass_ratio_2::init_world),
("(s2d) high mass ratio 3", s2d_high_mass_ratio_3::init_world),
("(s2d) confined", s2d_confined::init_world),
("(s2d) pyramid", s2d_pyramid::init_world),
("(s2d) card house", s2d_card_house::init_world),
("(s2d) arch", s2d_arch::init_world),
("(s2d) bridge", s2d_bridge::init_world),
("(s2d) ball and chain", s2d_ball_and_chain::init_world),
("(s2d) joint grid", s2d_joint_grid::init_world),
("(s2d) far pyramid", s2d_far_pyramid::init_world),
];
#[kiss3d::main]
pub async fn main() {
const COLLISIONS: &str = "Collisions";
const DYNAMICS: &str = "Dynamics";
const COMPLEX: &str = "Complex Shapes";
const JOINTS: &str = "Joints";
const CONTROLS: &str = "Controls";
const DEBUG: &str = "Debug";
const S2D: &str = "Inspired by Solver 2D";
// Lexicographic sort, with stress tests moved at the end of the list.
builders.sort_by(|a, b| match (a.0.starts_with('('), b.0.starts_with('(')) {
(true, true) | (false, false) => a.0.cmp(b.0),
(true, false) => Ordering::Greater,
(false, true) => Ordering::Less,
});
let mut builders: Vec<Example> = vec![
// ── Demos ──────────────────────────────────────────────────────────
Example::new(COLLISIONS, "Add remove", add_remove2::init_world),
Example::new(COLLISIONS, "Drum", drum2::init_world),
Example::new(COLLISIONS, "Inv pyramid", inv_pyramid2::init_world),
Example::new(COLLISIONS, "Platform", platform2::init_world),
Example::new(COLLISIONS, "Pyramid", pyramid2::init_world),
Example::new(COLLISIONS, "Sensor", sensor2::init_world),
Example::new(COLLISIONS, "Convex polygons", convex_polygons2::init_world),
Example::new(COLLISIONS, "Heightfield", heightfield2::init_world),
Example::new(COLLISIONS, "Polyline", polyline2::init_world),
#[cfg(not(target_arch = "wasm32"))]
Example::new(COLLISIONS, "Trimesh", trimesh2::init_world),
Example::new(COLLISIONS, "Voxels", voxels2::init_world),
Example::new(
COLLISIONS,
"Collision groups",
collision_groups2::init_world,
),
Example::new(
COLLISIONS,
"One-way platforms",
one_way_platforms2::init_world,
),
// ── Dynamics ──────────────────────────────────────────────────────────
Example::new(DYNAMICS, "Locked rotations", locked_rotations2::init_world),
Example::new(DYNAMICS, "Restitution", restitution2::init_world),
Example::new(DYNAMICS, "Damping", damping2::init_world),
Example::new(DYNAMICS, "CCD", ccd2::init_world),
// ── Joints ─────────────────────────────────────────────────────────
Example::new(JOINTS, "Joints", joints2::init_world),
Example::new(JOINTS, "Rope Joints", rope_joints2::init_world),
Example::new(JOINTS, "Pin Slot Joint", pin_slot_joint2::init_world),
Example::new(
JOINTS,
"Joint motor position",
joint_motor_position2::init_world,
),
Example::new(
JOINTS,
"Inverse kinematics",
inverse_kinematics2::init_world,
),
// ── Characters ─────────────────────────────────────────────────────
Example::new(
CONTROLS,
"Character controller",
character_controller2::init_world,
),
// ── Debug ──────────────────────────────────────────────────────────
Example::new(DEBUG, "Box ball", debug_box_ball2::init_world),
Example::new(DEBUG, "Compression", debug_compression2::init_world),
Example::new(DEBUG, "Intersection", debug_intersection2::init_world),
Example::new(DEBUG, "Total overlap", debug_total_overlap2::init_world),
Example::new(DEBUG, "Vertical column", debug_vertical_column2::init_world),
// ── Demos inspired by Solver2D ───────────────────────────────────────────────────
Example::new(S2D, "High mass ratio 1", s2d_high_mass_ratio_1::init_world),
Example::new(S2D, "High mass ratio 2", s2d_high_mass_ratio_2::init_world),
Example::new(S2D, "High mass ratio 3", s2d_high_mass_ratio_3::init_world),
Example::new(S2D, "Confined", s2d_confined::init_world),
Example::new(S2D, "Pyramid", s2d_pyramid::init_world),
Example::new(S2D, "Card house", s2d_card_house::init_world),
Example::new(S2D, "Arch", s2d_arch::init_world),
Example::new(S2D, "Bridge", s2d_bridge::init_world),
Example::new(S2D, "Ball and chain", s2d_ball_and_chain::init_world),
Example::new(S2D, "Joint grid", s2d_joint_grid::init_world),
Example::new(S2D, "Far pyramid", s2d_far_pyramid::init_world),
];
let mut benches = stress_tests::builders();
builders.append(&mut benches);
let testbed = TestbedApp::from_builders(builders);
testbed.run()
testbed.run().await
}