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authorSébastien Crozet <developer@crozet.re>2024-01-22 21:45:40 +0100
committerGitHub <noreply@github.com>2024-01-22 21:45:40 +0100
commitaef85ec2554476485dbf3de5f01257ced22bfe2f (patch)
tree0fbfae9a523835079c9a362a93a69f2e78ccca25 /src/control
parent9ac3503b879f95fcdf5414470ba5aedf195b9a97 (diff)
parent6cb727390a6172e539b3f0ef91c2861457495258 (diff)
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Merge pull request #579 from dimforge/joints-improvements
Feat: implement a "small-steps" velocity-based constraints solver + joint improvements
Diffstat (limited to 'src/control')
-rw-r--r--src/control/ray_cast_vehicle_controller.rs2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/control/ray_cast_vehicle_controller.rs b/src/control/ray_cast_vehicle_controller.rs
index 1e2da51..30979e1 100644
--- a/src/control/ray_cast_vehicle_controller.rs
+++ b/src/control/ray_cast_vehicle_controller.rs
@@ -4,7 +4,7 @@ use crate::dynamics::{RigidBody, RigidBodyHandle, RigidBodySet};
use crate::geometry::{ColliderHandle, ColliderSet, Ray};
use crate::math::{Point, Real, Rotation, Vector};
use crate::pipeline::{QueryFilter, QueryPipeline};
-use crate::utils::{WCross, WDot};
+use crate::utils::{SimdCross, SimdDot};
/// A character controller to simulate vehicles using ray-casting for the wheels.
pub struct DynamicRayCastVehicleController {