Add compound shapes to the heightfield and trimesh demos.
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@@ -1,6 +1,6 @@
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use na::{ComplexField, DMatrix, Point3, Vector3};
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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};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, ColliderShape};
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -58,14 +58,32 @@ pub fn init_world(testbed: &mut Testbed) {
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider = match j % 5 {
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let collider = match j % 6 {
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0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
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1 => ColliderBuilder::ball(rad).build(),
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// Rounded cylinders are much more efficient that cylinder, even if the
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// rounding margin is small.
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2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
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3 => ColliderBuilder::cone(rad, rad).build(),
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_ => ColliderBuilder::capsule_y(rad, rad).build(),
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4 => ColliderBuilder::capsule_y(rad, rad).build(),
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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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ColliderShape::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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ColliderShape::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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ColliderShape::cuboid(rad / 2.0, rad, rad / 2.0),
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),
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];
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ColliderBuilder::compound(shapes).build()
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}
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};
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colliders.insert(collider, handle, &mut bodies);
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@@ -1,6 +1,6 @@
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use na::{ComplexField, DMatrix, Point3, Vector3};
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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, HeightField};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet, ColliderShape, HeightField};
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -63,14 +63,32 @@ pub fn init_world(testbed: &mut Testbed) {
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider = match j % 5 {
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let collider = match j % 6 {
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0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
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1 => ColliderBuilder::ball(rad).build(),
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// Rounded cylinders are much more efficient that cylinder, even if the
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// rounding margin is small.
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2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
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3 => ColliderBuilder::cone(rad, rad).build(),
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_ => ColliderBuilder::capsule_y(rad, rad).build(),
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4 => ColliderBuilder::capsule_y(rad, rad).build(),
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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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ColliderShape::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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ColliderShape::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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ColliderShape::cuboid(rad / 2.0, rad, rad / 2.0),
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),
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];
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ColliderBuilder::compound(shapes).build()
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}
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};
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colliders.insert(collider, handle, &mut bodies);
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