Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,6 +1,4 @@
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use na::{Point2, Unit, Vector2};
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use rapier2d::dynamics::{JointSet, PrismaticJoint, RigidBodyBuilder, RigidBodySet};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier2d::prelude::*;
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use rapier_testbed2d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -25,27 +23,31 @@ pub fn init_world(testbed: &mut Testbed) {
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for j in 0..50 {
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let x = j as f32 * shift * 4.0;
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let ground = RigidBodyBuilder::new_static().translation(x, y).build();
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let ground = RigidBodyBuilder::new_static()
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.translation(vector![x, y])
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.build();
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let mut curr_parent = bodies.insert(ground);
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let collider = ColliderBuilder::cuboid(rad, rad).build();
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colliders.insert(collider, curr_parent, &mut bodies);
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colliders.insert_with_parent(collider, curr_parent, &mut bodies);
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for i in 0..num {
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let y = y - (i + 1) as f32 * shift;
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let density = 1.0;
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y).build();
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(vector![x, y])
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.build();
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let curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad).density(density).build();
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colliders.insert(collider, curr_child, &mut bodies);
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colliders.insert_with_parent(collider, curr_child, &mut bodies);
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let axis = if i % 2 == 0 {
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Unit::new_normalize(Vector2::new(1.0, 1.0))
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UnitVector::new_normalize(vector![1.0, 1.0])
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} else {
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Unit::new_normalize(Vector2::new(-1.0, 1.0))
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UnitVector::new_normalize(vector![-1.0, 1.0])
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};
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let mut prism =
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PrismaticJoint::new(Point2::origin(), axis, Point2::new(0.0, shift), axis);
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PrismaticJoint::new(Point::origin(), axis, point![0.0, shift], axis);
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prism.limits_enabled = true;
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prism.limits[0] = -1.5;
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prism.limits[1] = 1.5;
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@@ -60,5 +62,5 @@ 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, joints);
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testbed.look_at(Point2::new(80.0, 80.0), 15.0);
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testbed.look_at(point![80.0, 80.0], 15.0);
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}
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