Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,6 +1,4 @@
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use na::{Isometry3, Point3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, SharedShape};
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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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@@ -18,11 +16,11 @@ pub fn init_world(testbed: &mut Testbed) {
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height, 0.0)
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.translation(vector![0.0, -ground_height, 0.0])
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).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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@@ -46,40 +44,42 @@ pub fn init_world(testbed: &mut Testbed) {
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let z = k as f32 * shift * 2.0 - centerz + offset;
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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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// First option: attach several colliders to a single rigid-body.
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if j < numy / 2 {
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let collider1 = ColliderBuilder::cuboid(rad * 10.0, rad, rad).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(rad * 10.0, rad * 10.0, 0.0)
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.translation(vector![rad * 10.0, rad * 10.0, 0.0])
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.build();
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let collider3 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(-rad * 10.0, rad * 10.0, 0.0)
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.translation(vector![-rad * 10.0, rad * 10.0, 0.0])
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.build();
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider3, handle, &mut bodies);
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colliders.insert_with_parent(collider1, handle, &mut bodies);
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colliders.insert_with_parent(collider2, handle, &mut bodies);
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colliders.insert_with_parent(collider3, handle, &mut bodies);
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} else {
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// Second option: create a compound shape and attach it to a single collider.
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let shapes = vec![
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(
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Isometry3::identity(),
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Isometry::identity(),
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SharedShape::cuboid(rad * 10.0, rad, rad),
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),
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(
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Isometry3::translation(rad * 10.0, rad * 10.0, 0.0),
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Isometry::translation(rad * 10.0, rad * 10.0, 0.0),
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SharedShape::cuboid(rad, rad * 10.0, rad),
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),
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(
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Isometry3::translation(-rad * 10.0, rad * 10.0, 0.0),
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Isometry::translation(-rad * 10.0, rad * 10.0, 0.0),
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SharedShape::cuboid(rad, rad * 10.0, rad),
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),
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];
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let collider = ColliderBuilder::compound(shapes).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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@@ -91,5 +91,5 @@ 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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