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, Vector3};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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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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@@ -17,30 +15,30 @@ 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 ground_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4)
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.friction(0.15)
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// .restitution(0.5)
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.build();
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colliders.insert(collider, ground_handle, &mut bodies);
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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/*
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* Rolling ball
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*/
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let ball_rad = 0.1;
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let rb = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 0.2, 0.0)
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.linvel(10.0, 0.0, 0.0)
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.translation(vector![0.0, 0.2, 0.0])
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.linvel(vector![10.0, 0.0, 0.0])
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.build();
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let ball_handle = bodies.insert(rb);
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let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
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colliders.insert(collider, ball_handle, &mut bodies);
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colliders.insert_with_parent(collider, ball_handle, &mut bodies);
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let mut linvel = Vector3::zeros();
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let mut angvel = Vector3::zeros();
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let mut pos = Isometry3::identity();
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let mut linvel = Vector::zeros();
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let mut angvel = Vector::zeros();
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let mut pos = Isometry::identity();
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let mut step = 0;
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let mut extra_colliders = Vec::new();
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let snapped_frame = 51;
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@@ -55,7 +53,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let new_ball_collider_handle =
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physics
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.colliders
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.insert(collider, ball_handle, &mut physics.bodies);
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.insert_with_parent(collider, ball_handle, &mut physics.bodies);
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if let Some(graphics) = &mut graphics {
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graphics.add_collider(new_ball_collider_handle, &physics.colliders);
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@@ -93,7 +91,7 @@ pub fn init_world(testbed: &mut Testbed) {
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// Remove then re-add the ground collider.
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// let ground = physics.bodies.get_mut(ground_handle).unwrap();
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// ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false);
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// ground.set_position(Isometry::translation(0.0, step as f32 * 0.001, 0.0), false);
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// let coll = physics
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// .colliders
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// .remove(ground_collider_handle, &mut physics.bodies, true)
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@@ -104,7 +102,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let new_ground_collider_handle =
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physics
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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.insert_with_parent(coll, ground_handle, &mut physics.bodies);
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if let Some(graphics) = &mut graphics {
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graphics.add_collider(new_ground_collider_handle, &physics.colliders);
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@@ -117,5 +115,5 @@ 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(10.0, 10.0, 10.0), Point3::origin());
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testbed.look_at(point![10.0, 10.0, 10.0], Point::origin());
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}
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