Rename RigidBodyBuilder::principal_inertia -> principal_angular_inertia for clarity.
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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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