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
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@@ -16,7 +16,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Ground
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*/
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -2.0]);
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let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -2.0));
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(40.0, 2.0).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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@@ -24,17 +24,20 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Create the cubes
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*/
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![-9.0 * extent, 0.5 * extent]);
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let rigid_body =
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RigidBodyBuilder::dynamic().translation(Vector::new(-9.0 * extent, 0.5 * extent));
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![9.0 * extent, 0.5 * extent]);
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let rigid_body =
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RigidBodyBuilder::dynamic().translation(Vector::new(9.0 * extent, 0.5 * extent));
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.5 * extent, 0.5 * extent).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, (10.0 + 16.0) * extent]);
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let rigid_body =
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RigidBodyBuilder::dynamic().translation(Vector::new(0.0, (10.0 + 16.0) * extent));
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let ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(10.0 * extent, 10.0 * extent).friction(friction);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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@@ -43,5 +46,5 @@ pub fn init_world(testbed: &mut Testbed) {
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(point![0.0, 2.5], 20.0);
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testbed.look_at(Vec2::new(0.0, 2.5), 20.0);
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}
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