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authorSébastien Crozet <developer@crozet.re>2022-01-02 18:05:50 +0100
committerGitHub <noreply@github.com>2022-01-02 18:05:50 +0100
commit1308db89948bc62fb865b32f832f19268f23dd23 (patch)
treeb3d8b0cbb6d2e75aa8fc7686e9cb8801527a31b8 /examples3d/primitives3.rs
parent8e7da5ad45d180b0d3fa2bde37f8f3771b153b70 (diff)
parent9f9d3293605fa84555c08bec5efe68a71cd18432 (diff)
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Merge pull request #267 from dimforge/multibody
Implement multibody joints, and new velocity-based constraints solver
Diffstat (limited to 'examples3d/primitives3.rs')
-rw-r--r--examples3d/primitives3.rs19
1 files changed, 10 insertions, 9 deletions
diff --git a/examples3d/primitives3.rs b/examples3d/primitives3.rs
index db9143b..891557e 100644
--- a/examples3d/primitives3.rs
+++ b/examples3d/primitives3.rs
@@ -7,7 +7,8 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
- let joints = JointSet::new();
+ let impulse_joints = ImpulseJointSet::new();
+ let multibody_joints = MultibodyJointSet::new();
/*
* Ground
@@ -51,13 +52,13 @@ pub fn init_world(testbed: &mut Testbed) {
let handle = bodies.insert(rigid_body);
let collider = match j % 5 {
- 0 => ColliderBuilder::cuboid(rad, rad, rad).build(),
- 1 => ColliderBuilder::ball(rad).build(),
- // Rounded cylinders are much more efficient that cylinder, even if the
- // rounding margin is small.
- 2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
- 3 => ColliderBuilder::cone(rad, rad).build(),
- _ => ColliderBuilder::capsule_y(rad, rad).build(),
+ _ => ColliderBuilder::cuboid(rad, rad, rad).build(),
+ // 1 => ColliderBuilder::ball(rad).build(),
+ // // Rounded cylinders are much more efficient that cylinder, even if the
+ // // rounding margin is small.
+ // 2 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0).build(),
+ // 3 => ColliderBuilder::cone(rad, rad).build(),
+ // _ => ColliderBuilder::capsule_y(rad, rad).build(),
};
colliders.insert_with_parent(collider, handle, &mut bodies);
@@ -70,6 +71,6 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Set up the testbed.
*/
- testbed.set_world(bodies, colliders, joints);
+ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![100.0, 100.0, 100.0], Point::origin());
}