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

@@ -18,7 +18,7 @@ pub fn init_world(testbed: &mut Testbed) {
let ys = [-30.0 - thickness, 30.0 + thickness];
for y in ys {
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, y]);
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, y));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(width, thickness);
colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -30,7 +30,7 @@ pub fn init_world(testbed: &mut Testbed) {
let mut handles = [RigidBodyHandle::invalid(); 2];
for i in 0..2 {
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![xs[i], 0.0]);
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(xs[i], 0.0));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(thickness, half_height);
colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -44,14 +44,14 @@ pub fn init_world(testbed: &mut Testbed) {
for j in 0..num {
let x = i as f32 * rad * 2.0 - num as f32 * rad;
let y = j as f32 * rad * 2.0 - num as f32 * rad + rad;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
let mut force = vector![0.0, 0.0];
let mut force = Vector::new(0.0, 0.0);
testbed.add_callback(move |_, physics, _, _| {
let left_plank = &mut physics.bodies[handles[0]];
@@ -71,5 +71,5 @@ pub fn init_world(testbed: &mut Testbed) {
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 0.0], 50.0);
testbed.look_at(Vec2::ZERO, 50.0);
}