Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,6 +1,5 @@
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use na::{ComplexField, DMatrix, Point3, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, HeightField};
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use na::ComplexField;
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use rapier3d::prelude::*;
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -14,7 +13,7 @@ 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 ground_size = Vector3::new(200.0, 1.0, 200.0);
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let ground_size = vector![200.0, 1.0, 200.0];
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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@@ -39,7 +38,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rigid_body = RigidBodyBuilder::new_static().build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::trimesh(vertices, indices).build();
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colliders.insert(collider, handle, &mut bodies);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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/*
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* Create the cubes
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@@ -60,15 +59,17 @@ pub fn init_world(testbed: &mut Testbed) {
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let z = k as f32 * shift - centerz;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(vector![x, y, z])
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.build();
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let handle = bodies.insert(rigid_body);
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if j % 2 == 0 {
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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colliders.insert(collider, handle, &mut bodies);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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} else {
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let collider = ColliderBuilder::ball(rad).build();
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colliders.insert(collider, handle, &mut bodies);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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@@ -78,5 +79,5 @@ 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(Point3::new(100.0, 100.0, 100.0), Point3::origin());
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testbed.look_at(point![100.0, 100.0, 100.0], Point::origin());
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}
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