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

@@ -22,15 +22,15 @@ pub fn init_world(testbed: &mut Testbed) {
for num in 0..9 {
let x_pos = -6.0 + 1.5 * num as f32;
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![x_pos, 2.0])
.translation(Vector::new(x_pos, 2.0))
.can_sleep(false);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.1, 0.5);
colliders.insert_with_parent(collider, handle, &mut bodies);
let joint = RevoluteJointBuilder::new()
.local_anchor1(point![x_pos, 1.5])
.local_anchor2(point![0.0, -0.5])
.local_anchor1(Vector::new(x_pos, 1.5))
.local_anchor2(Vector::new(0.0, -0.5))
.motor_position(
-std::f32::consts::PI + std::f32::consts::PI / 4.0 * num as f32,
1000.0,
@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
for num in 0..8 {
let x_pos = -6.0 + 1.5 * num as f32;
let rigid_body = RigidBodyBuilder::dynamic()
.translation(vector![x_pos, 4.5])
.translation(Vector::new(x_pos, 4.5))
.rotation(std::f32::consts::PI)
.can_sleep(false);
let handle = bodies.insert(rigid_body);
@@ -53,8 +53,8 @@ pub fn init_world(testbed: &mut Testbed) {
colliders.insert_with_parent(collider, handle, &mut bodies);
let joint = RevoluteJointBuilder::new()
.local_anchor1(point![x_pos, 5.0])
.local_anchor2(point![0.0, -0.5])
.local_anchor1(Vector::new(x_pos, 5.0))
.local_anchor2(Vector::new(0.0, -0.5))
.motor_velocity(1.5, 30.0)
.motor_max_force(100.0)
.limits([
@@ -72,8 +72,8 @@ pub fn init_world(testbed: &mut Testbed) {
colliders,
impulse_joints,
multibody_joints,
vector![0.0, 0.0],
Vector::new(0.0, 0.0),
(),
);
testbed.look_at(point![0.0, 0.0], 40.0);
testbed.look_at(Vec2::ZERO, 40.0);
}