Add prelude + use vectors for setting linvel/translation in builders
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@@ -1,14 +1,12 @@
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use na::{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 build_block(
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testbed: &mut Testbed,
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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half_extents: Vector3<f32>,
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shift: Vector3<f32>,
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half_extents: Vector<f32>,
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shift: Vector<f32>,
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mut numx: usize,
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numy: usize,
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mut numz: usize,
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@@ -17,8 +15,8 @@ pub fn build_block(
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let block_width = 2.0 * half_extents.z * numx as f32;
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let block_height = 2.0 * half_extents.y * numy as f32;
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let spacing = (half_extents.z * numx as f32 - half_extents.x) / (numz as f32 - 1.0);
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let mut color0 = Point3::new(0.7, 0.5, 0.9);
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let mut color1 = Point3::new(0.6, 1.0, 0.6);
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let mut color0 = [0.7, 0.5, 0.9];
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let mut color1 = [0.6, 1.0, 0.6];
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for i in 0..numy {
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std::mem::swap(&mut numx, &mut numz);
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@@ -41,15 +39,15 @@ pub fn build_block(
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(
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.translation(vector![
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x + dim.x + shift.x,
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y + dim.y + shift.y,
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z + dim.z + shift.z,
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)
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z + dim.z + shift.z
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])
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build();
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colliders.insert(collider, handle, bodies);
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colliders.insert_with_parent(collider, handle, bodies);
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testbed.set_initial_body_color(handle, color0);
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std::mem::swap(&mut color0, &mut color1);
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@@ -64,15 +62,15 @@ pub fn build_block(
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for j in 0..(block_width / (dim.z as f32 * 2.0)) as usize {
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(
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.translation(vector![
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i as f32 * dim.x * 2.0 + dim.x + shift.x,
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dim.y + shift.y + block_height,
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j as f32 * dim.z * 2.0 + dim.z + shift.z,
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)
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j as f32 * dim.z * 2.0 + dim.z + shift.z
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])
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(dim.x, dim.y, dim.z).build();
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colliders.insert(collider, handle, bodies);
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colliders.insert_with_parent(collider, handle, bodies);
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testbed.set_initial_body_color(handle, color0);
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std::mem::swap(&mut color0, &mut color1);
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}
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@@ -94,16 +92,16 @@ 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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*/
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let half_extents = Vector3::new(0.02, 0.1, 0.4) / 2.0 * 10.0;
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let half_extents = vector![0.02, 0.1, 0.4] / 2.0 * 10.0;
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let mut block_height = 0.0;
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// These should only be set to odd values otherwise
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// the blocks won't align in the nicest way.
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@@ -120,7 +118,7 @@ pub fn init_world(testbed: &mut Testbed) {
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&mut bodies,
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&mut colliders,
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half_extents,
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Vector3::new(-block_width / 2.0, block_height, -block_width / 2.0),
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vector![-block_width / 2.0, block_height, -block_width / 2.0],
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numx,
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numy,
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numz,
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@@ -135,5 +133,5 @@ 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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