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, Isometry3, Point3, Vector3};
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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 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(100.0, 1.0, 100.0);
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let ground_size = Vector::new(100.0, 1.0, 100.0);
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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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@@ -34,7 +33,7 @@ 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::heightfield(heights, 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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@@ -55,7 +54,9 @@ 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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let collider = match j % 6 {
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@@ -69,15 +70,15 @@ pub fn init_world(testbed: &mut Testbed) {
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_ => {
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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, rad / 2.0, rad / 2.0),
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),
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(
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Isometry3::translation(rad, 0.0, 0.0),
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Isometry::translation(rad, 0.0, 0.0),
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SharedShape::cuboid(rad / 2.0, rad, rad / 2.0),
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),
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(
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Isometry3::translation(-rad, 0.0, 0.0),
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Isometry::translation(-rad, 0.0, 0.0),
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SharedShape::cuboid(rad / 2.0, rad, rad / 2.0),
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),
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];
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@@ -86,7 +87,7 @@ pub fn init_world(testbed: &mut Testbed) {
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}
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};
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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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@@ -95,5 +96,5 @@ 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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