Split rigid-bodies and colliders into multiple components
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@@ -1,5 +1,5 @@
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use na::Point2;
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use rapier2d::dynamics::{BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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@@ -42,9 +42,9 @@ pub fn init_world(testbed: &mut Testbed) {
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let y = j as f32 * shifty + centery;
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let status = if j == 0 {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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// Build the rigid body.
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@@ -1,5 +1,5 @@
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use na::Point2;
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use rapier2d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::dynamics::{BallJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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@@ -28,9 +28,9 @@ pub fn init_world(testbed: &mut Testbed) {
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let fi = i as f32;
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let status = if k >= numk / 2 - 3 && k <= numk / 2 + 3 && i == 0 {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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@@ -1,5 +1,5 @@
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use na::{Isometry2, Point2};
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use rapier2d::dynamics::{BodyStatus, FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier2d::dynamics::{FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier2d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed2d::Testbed;
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@@ -33,9 +33,9 @@ pub fn init_world(testbed: &mut Testbed) {
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let fi = i as f32;
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let status = if k == 0 {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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