diff options
Diffstat (limited to 'examples3d/debug_infinite_fall3.rs')
| -rw-r--r-- | examples3d/debug_infinite_fall3.rs | 18 |
1 files changed, 8 insertions, 10 deletions
diff --git a/examples3d/debug_infinite_fall3.rs b/examples3d/debug_infinite_fall3.rs index ef41c92..dcf4f12 100644 --- a/examples3d/debug_infinite_fall3.rs +++ b/examples3d/debug_infinite_fall3.rs @@ -1,6 +1,4 @@ -use na::Point3; -use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet}; -use rapier3d::geometry::{ColliderBuilder, ColliderSet}; +use rapier3d::prelude::*; use rapier_testbed3d::Testbed; pub fn init_world(testbed: &mut Testbed) { @@ -18,33 +16,33 @@ pub fn init_world(testbed: &mut Testbed) { let ground_height = 2.1; let rigid_body = RigidBodyBuilder::new_static() - .translation(0.0, 4.0, 0.0) + .translation(vector![0.0, 4.0, 0.0]) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build(); - colliders.insert(collider, handle, &mut bodies); + colliders.insert_with_parent(collider, handle, &mut bodies); let rad = 1.0; // Build the dynamic box rigid body. let rigid_body = RigidBodyBuilder::new_dynamic() - .translation(0.0, 7.0 * rad, 0.0) + .translation(vector![0.0, 7.0 * rad, 0.0]) .can_sleep(false) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).build(); - colliders.insert(collider, handle, &mut bodies); + colliders.insert_with_parent(collider, handle, &mut bodies); let rigid_body = RigidBodyBuilder::new_dynamic() - .translation(0.0, 2.0 * rad, 0.0) + .translation(vector![0.0, 2.0 * rad, 0.0]) .can_sleep(false) .build(); let handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad).build(); - colliders.insert(collider, handle, &mut bodies); + colliders.insert_with_parent(collider, handle, &mut bodies); /* * Set up the testbed. */ - testbed.look_at(Point3::new(100.0, -10.0, 100.0), Point3::origin()); + testbed.look_at(point![100.0, -10.0, 100.0], Point::origin()); testbed.set_world(bodies, colliders, joints); } |
