Add prelude + use vectors for setting linvel/translation in builders
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@@ -2,7 +2,7 @@ use bevy::prelude::*;
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use bevy::render::mesh::{Indices, VertexAttributeValues};
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//use crate::objects::plane::Plane;
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use na::{Point3, Vector3};
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use na::{point, Point3, Vector3};
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use std::collections::HashMap;
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use bevy::render::pipeline::PrimitiveTopology;
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@@ -106,7 +106,7 @@ impl EntityWithGraphics {
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pub fn select(&mut self, materials: &mut Assets<StandardMaterial>) {
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// NOTE: we don't just call `self.set_color` because that would
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// overwrite self.base_color too.
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self.color = Point3::new(1.0, 0.0, 0.0);
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self.color = point![1.0, 0.0, 0.0];
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if let Some(material) = materials.get_mut(&self.material) {
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material.base_color = Color::rgb(self.color.x, self.color.y, self.color.z);
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}
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@@ -210,10 +210,10 @@ impl EntityWithGraphics {
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// Halfspace
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//
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let vertices = vec![
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Point3::new(-1000.0, 0.0, -1000.0),
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Point3::new(1000.0, 0.0, -1000.0),
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Point3::new(1000.0, 0.0, 1000.0),
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Point3::new(-1000.0, 0.0, 1000.0),
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point![-1000.0, 0.0, -1000.0],
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point![1000.0, 0.0, -1000.0],
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point![1000.0, 0.0, 1000.0],
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point![-1000.0, 0.0, 1000.0],
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];
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let indices = vec![[0, 1, 2], [0, 2, 3]];
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let mesh = bevy_mesh((vertices, indices));
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@@ -365,7 +365,7 @@ fn generate_collider_mesh(co_shape: &dyn Shape) -> Option<Mesh> {
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let vertices = trimesh
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.vertices()
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.iter()
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.map(|p| Point3::new(p.x, p.y, 0.0))
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.map(|p| point![p.x, p.y, 0.0])
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.collect();
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bevy_mesh((vertices, trimesh.indices().to_vec()))
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}
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