Rename rigid-body static to fixed
This commit is contained in:
committed by
Sébastien Crozet
parent
db6a8c526d
commit
a9e3441ecd
@@ -17,14 +17,14 @@ pub fn init_world(testbed: &mut Testbed) {
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let ground_size = 100.1;
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let ground_height = 2.1; // 16.0;
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let rigid_body = RigidBodyBuilder::new_static().translation(vector![0.0, -ground_height, 0.0]);
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |mut graphics, physics, _, run_state| {
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(vector![0.0, 10.0, 0.0]);
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![0.0, 10.0, 0.0]);
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let handle = physics.bodies.insert(rigid_body);
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let collider = match run_state.timestep_id % 3 {
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0 => ColliderBuilder::round_cylinder(rad, rad, rad / 10.0),
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