Hi! I have tried to extend your example with falling cubes amethyst_physics_test with a flat terrain mesh instead of the floor.
Terrain mesh is a 8.0x8.0 sqare built from 128 triangles. I've also prepared a ShapeDesc for it from the same vertices and indices.
Here comes the first question: MeshBuilder and ShapeDesc::TriMesh expect vectors with different content:
error[E0308]: mismatched types
--> src/terrain.rs:63:21
|
63 | points: pos,
| ^^^ expected struct `nalgebra::geometry::point::Point`, found struct `rendy_util::types::vertex::Position`
|
= note: expected struct `std::vec::Vec<nalgebra::geometry::point::Point<_, nalgebra::base::dimension::U3>>`
found struct `std::vec::Vec<rendy_util::types::vertex::Position>`
error[E0308]: mismatched types
--> src/terrain.rs:64:22
|
64 | indices: idx,
| ^^^ expected struct `nalgebra::geometry::point::Point`, found `u16`
|
= note: expected struct `std::vec::Vec<nalgebra::geometry::point::Point<usize, nalgebra::base::dimension::U3>>`
found struct `std::vec::Vec<u16>`
How it is intended to do? At this moment I simply fill out two more vectors with the same values, but it does not feel right
And second thing is that as soon as I do it, it works as expected, but I have a heavy FPS drop when cubes collide. Any idea from what point should I start my investigation?
Hi! I have tried to extend your example with falling cubes
amethyst_physics_testwith a flat terrain mesh instead of the floor.Terrain mesh is a 8.0x8.0 sqare built from 128 triangles. I've also prepared a ShapeDesc for it from the same vertices and indices.
Here comes the first question: MeshBuilder and ShapeDesc::TriMesh expect vectors with different content:
How it is intended to do? At this moment I simply fill out two more vectors with the same values, but it does not feel right
And second thing is that as soon as I do it, it works as expected, but I have a heavy FPS drop when cubes collide. Any idea from what point should I start my investigation?