Rename RigidBodyBuilder::principal_inertia -> principal_angular_inertia for clarity.

This commit is contained in:
Crozet Sébastien
2020-12-01 15:04:30 +01:00
parent 29d4814266
commit a072d4056a
9 changed files with 41 additions and 16 deletions

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@@ -26,7 +26,7 @@ mod fountain3;
mod heightfield3;
mod joints3;
mod keva3;
mod locked_rotation3;
mod locked_rotations3;
mod platform3;
mod primitives3;
mod restitution3;
@@ -79,7 +79,7 @@ pub fn main() {
("Domino", domino3::init_world),
("Heightfield", heightfield3::init_world),
("Joints", joints3::init_world),
("Locked rotations", locked_rotation3::init_world),
("Locked rotations", locked_rotations3::init_world),
("Platform", platform3::init_world),
("Restitution", restitution3::init_world),
("Stacks", stacks3::init_world),

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@@ -1,4 +1,4 @@
use na::{Isometry3, Point3, Vector3};
use na::Point3;
use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;

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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
.friction(0.15)
// .restitution(0.5)
.build();
let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
colliders.insert(collider, ground_handle, &mut bodies);
/*
* Rolling ball
@@ -60,7 +60,7 @@ pub fn init_world(testbed: &mut Testbed) {
extra_colliders.push(new_ball_collider_handle);
// Snap the ball velocity or restore it.
let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
let ball = physics.bodies.get_mut(ball_handle).unwrap();
if step == snapped_frame {
linvel = *ball.linvel();

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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
.friction(0.15)
// .restitution(0.5)
.build();
let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
colliders.insert(collider, ground_handle, &mut bodies);
/*
* Rolling ball
@@ -44,11 +44,11 @@ pub fn init_world(testbed: &mut Testbed) {
let mut step = 0;
let snapped_frame = 51;
testbed.add_callback(move |window, physics, _, graphics, _| {
testbed.add_callback(move |_, physics, _, _, _| {
step += 1;
// Snap the ball velocity or restore it.
let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
let ball = physics.bodies.get_mut(ball_handle).unwrap();
if step == snapped_frame {
linvel = *ball.linvel();

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@@ -33,7 +33,7 @@ pub fn init_world(testbed: &mut Testbed) {
let rigid_body = RigidBodyBuilder::new_dynamic()
.translation(0.0, 3.0, 0.0)
.lock_translations()
.principal_inertia(Vector3::zeros(), Vector3::new(true, false, false))
.principal_angular_inertia(Vector3::zeros(), Vector3::new(true, false, false))
.build();
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.2, 0.6, 2.0).build();