Rename RigidBodyBuilder::principal_inertia -> principal_angular_inertia for clarity.
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@@ -26,7 +26,7 @@ mod fountain3;
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mod heightfield3;
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mod joints3;
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mod keva3;
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mod locked_rotation3;
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mod locked_rotations3;
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mod platform3;
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mod primitives3;
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mod restitution3;
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@@ -79,7 +79,7 @@ pub fn main() {
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("Domino", domino3::init_world),
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("Heightfield", heightfield3::init_world),
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("Joints", joints3::init_world),
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("Locked rotations", locked_rotation3::init_world),
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("Locked rotations", locked_rotations3::init_world),
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("Platform", platform3::init_world),
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("Restitution", restitution3::init_world),
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("Stacks", stacks3::init_world),
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@@ -1,4 +1,4 @@
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use na::{Isometry3, Point3, Vector3};
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.friction(0.15)
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// .restitution(0.5)
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.build();
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let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
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colliders.insert(collider, ground_handle, &mut bodies);
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/*
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* Rolling ball
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@@ -60,7 +60,7 @@ pub fn init_world(testbed: &mut Testbed) {
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
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let ball = physics.bodies.get_mut(ball_handle).unwrap();
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if step == snapped_frame {
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linvel = *ball.linvel();
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@@ -24,7 +24,7 @@ pub fn init_world(testbed: &mut Testbed) {
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.friction(0.15)
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// .restitution(0.5)
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.build();
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let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
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colliders.insert(collider, ground_handle, &mut bodies);
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/*
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* Rolling ball
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@@ -44,11 +44,11 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let snapped_frame = 51;
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |_, physics, _, _, _| {
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step += 1;
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// Snap the ball velocity or restore it.
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let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
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let ball = physics.bodies.get_mut(ball_handle).unwrap();
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if step == snapped_frame {
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linvel = *ball.linvel();
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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_inertia(Vector3::zeros(), Vector3::new(true, false, false))
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.principal_angular_inertia(Vector3::zeros(), Vector3::new(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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