Rotation locking: apply filter only to the world inertia properties to fix the multi-collider case.
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@@ -33,7 +33,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 3.0, 0.0)
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.lock_translations()
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.principal_angular_inertia(Vector3::zeros(), Vector3::new(true, false, false))
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.restrict_rotations(true, false, false)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.2, 0.6, 2.0).build();
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@@ -50,6 +50,8 @@ pub fn init_world(testbed: &mut Testbed) {
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.6, 0.4).build();
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colliders.insert(collider, handle, &mut bodies);
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let collider = ColliderBuilder::capsule_x(0.6, 0.4).build();
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colliders.insert(collider, handle, &mut bodies);
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/*
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* Set up the testbed.
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