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

@@ -27,9 +27,9 @@ pub fn init_world(testbed: &mut Testbed) {
let critical_damping = 2.0 * (stiffness * mass).sqrt();
for i in 0..=num {
let x_pos = -6.0 + 1.5 * i as f32;
let ball_pos = point![x_pos, 4.5, 0.0];
let ball_pos = Vector::new(x_pos, 4.5, 0.0);
let rigid_body = RigidBodyBuilder::dynamic()
.translation(ball_pos.coords)
.translation(ball_pos)
.can_sleep(false);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(radius);
@@ -38,12 +38,11 @@ pub fn init_world(testbed: &mut Testbed) {
let damping_ratio = i as f32 / (num as f32 / 2.0);
let damping = damping_ratio * critical_damping;
let joint = SpringJointBuilder::new(0.0, stiffness, damping)
.local_anchor1(ball_pos - Vector::y() * 3.0);
.local_anchor1(ball_pos - Vector::Y * 3.0);
impulse_joints.insert(ground_handle, handle, joint, true);
// Box that will fall on to of the springed balls, makes the simulation funier to watch.
let rigid_body =
RigidBodyBuilder::dynamic().translation(ball_pos.coords + Vector::y() * 5.0);
// Box that will fall on to of the springed balls, makes the simulation funnier to watch.
let rigid_body = RigidBodyBuilder::dynamic().translation(ball_pos + Vector::Y * 5.0);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(radius, radius, radius).density(100.0);
colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -57,8 +56,8 @@ pub fn init_world(testbed: &mut Testbed) {
colliders,
impulse_joints,
multibody_joints,
vector![0.0, -9.81, 0.0],
Vector::new(0.0, -9.81, 0.0),
(),
);
testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]);
testbed.look_at(Vec3::new(15.0, 5.0, 42.0), Vec3::new(13.0, 1.0, 1.0));
}