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

@@ -1,4 +1,5 @@
use crate::utils::character::{self, CharacterControlMode};
use kiss3d::color::Color;
use rapier_testbed3d::Testbed;
use rapier3d::control::{KinematicCharacterController, PidController};
use rapier3d::prelude::*;
@@ -18,43 +19,43 @@ pub fn init_world(testbed: &mut Testbed) {
let ground_size = 0.75;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(
-ground_size - ground_height,
ground_height,
0.0
]);
0.0,
));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(
ground_size + ground_height,
ground_height,
0.0
]);
0.0,
));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(
0.0,
ground_height,
-ground_size - ground_height
]);
-ground_size - ground_height,
));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(
0.0,
ground_height,
ground_size + ground_height
]);
ground_size + ground_height,
));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
@@ -64,12 +65,15 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let rigid_body =
RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.3, 0.0]);
RigidBodyBuilder::kinematic_position_based().translation(Vector::new(0.0, 0.3, 0.0));
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.15, 0.3, 0.15);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
testbed.set_initial_body_color(character_handle, [1., 131. / 255., 244.0 / 255.]);
testbed.set_initial_body_color(
character_handle,
Color::new(1., 131. / 255., 244.0 / 255., 1.0),
);
/*
* Tethered Ball
@@ -77,7 +81,7 @@ pub fn init_world(testbed: &mut Testbed) {
let rad = 0.04;
let rigid_body =
RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0, 0.0]);
RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(Vector::new(1.0, 1.0, 0.0));
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, child_handle, &mut bodies);
@@ -109,5 +113,5 @@ pub fn init_world(testbed: &mut Testbed) {
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![10.0, 10.0, 10.0], point![0.0, 0.0, 0.0]);
testbed.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::new(0.0, 0.0, 0.0));
}