Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,6 +1,4 @@
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use na::Point3;
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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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const MAX_NUMBER_OF_BODIES: usize = 400;
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@@ -18,16 +16,16 @@ pub fn init_world(testbed: &mut Testbed) {
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let ground_height = 2.1; // 16.0;
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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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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut graphics, physics, _, run_state| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0, 0.0)
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.translation(vector![0.0, 10.0, 0.0])
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.build();
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let handle = physics.bodies.insert(rigid_body);
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let collider = match run_state.timestep_id % 3 {
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@@ -38,7 +36,7 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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.insert_with_parent(collider, handle, &mut physics.bodies);
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if let Some(graphics) = &mut graphics {
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graphics.add_body(handle, &physics.bodies, &physics.colliders);
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@@ -83,5 +81,5 @@ pub fn init_world(testbed: &mut Testbed) {
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// .physics_state_mut()
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// .integration_parameters
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// .velocity_based_erp = 0.2;
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testbed.look_at(Point3::new(-30.0, 4.0, -30.0), Point3::new(0.0, 1.0, 0.0));
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testbed.look_at(point![-30.0, 4.0, -30.0], point![0.0, 1.0, 0.0]);
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}
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