Split rigid-bodies and colliders into multiple components

This commit is contained in:
Crozet Sébastien
2021-04-26 17:59:25 +02:00
parent aaf80bfa87
commit c32da78f2a
91 changed files with 5969 additions and 3653 deletions

View File

@@ -1,5 +1,5 @@
use na::Point2;
use rapier2d::dynamics::{BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
use rapier2d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed2d::Testbed;
@@ -42,9 +42,9 @@ pub fn init_world(testbed: &mut Testbed) {
let y = j as f32 * shifty + centery;
let status = if j == 0 {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
// Build the rigid body.

View File

@@ -1,5 +1,5 @@
use na::Point2;
use rapier2d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::dynamics::{BallJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
use rapier2d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed2d::Testbed;
@@ -28,9 +28,9 @@ pub fn init_world(testbed: &mut Testbed) {
let fi = i as f32;
let status = if k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0 {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)

View File

@@ -1,5 +1,5 @@
use na::{Isometry2, Point2};
use rapier2d::dynamics::{BodyStatus, FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet};
use rapier2d::dynamics::{FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
use rapier2d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed2d::Testbed;
@@ -33,9 +33,9 @@ pub fn init_world(testbed: &mut Testbed) {
let fi = i as f32;
let status = if k == 0 {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)