Merge branch 'master' into split_geom
# Conflicts: # examples2d/sensor2.rs # examples3d/sensor3.rs # src/dynamics/integration_parameters.rs # src/dynamics/solver/parallel_island_solver.rs # src/dynamics/solver/velocity_constraint.rs # src/dynamics/solver/velocity_ground_constraint.rs # src_testbed/nphysics_backend.rs # src_testbed/physx_backend.rs # src_testbed/testbed.rs
This commit is contained in:
@@ -34,7 +34,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
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colliders.insert(collider, ball_handle, &mut bodies);
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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// Remove then re-add the ground collider.
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let coll = physics
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.colliders
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@@ -43,7 +43,10 @@ pub fn init_world(testbed: &mut Testbed) {
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ground_collider_handle = physics
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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graphics.add_collider(window, ground_collider_handle, &physics.colliders);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add_collider(window, ground_collider_handle, &physics.colliders);
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}
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});
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/*
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@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut extra_colliders = Vec::new();
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let snapped_frame = 51;
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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step += 1;
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// Add a bigger ball collider
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@@ -56,7 +56,11 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, ball_handle, &mut physics.bodies);
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graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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}
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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@@ -95,7 +99,11 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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}
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extra_colliders.push(new_ground_collider_handle);
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});
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@@ -44,7 +44,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let snapped_frame = 51;
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testbed.add_callback(move |_, physics, _, _, _| {
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testbed.add_callback(move |_, _, physics, _, _| {
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step += 1;
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// Snap the ball velocity or restore it.
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@@ -26,7 +26,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut k = 0;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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k += 1;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0, 0.0)
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@@ -41,7 +41,10 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add(window, handle, &physics.bodies, &physics.colliders);
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}
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if physics.bodies.len() > MAX_NUMBER_OF_BODIES {
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let mut to_remove: Vec<_> = physics
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@@ -67,7 +70,10 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.narrow_phase
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.maintain(&mut physics.colliders, &mut physics.bodies);
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graphics.remove_body_nodes(window, *handle);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.remove_body_nodes(window, *handle);
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}
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}
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}
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});
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@@ -65,7 +65,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a callback to control the platform.
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*/
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let mut count = 0;
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testbed.add_callback(move |_, physics, _, _, time| {
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testbed.add_callback(move |_, _, physics, _, run_state| {
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count += 1;
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if count % 100 > 50 {
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return;
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@@ -75,8 +75,8 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut next_pos = *platform.position();
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let dt = 0.016;
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next_pos.translation.vector.y += (time * 5.0).sin() * dt;
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next_pos.translation.vector.z += time.sin() * 5.0 * dt;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.z += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.z >= rad * 10.0 {
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next_pos.translation.vector.z -= dt;
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@@ -73,7 +73,7 @@ pub fn init_world(testbed: &mut Testbed) {
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testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0));
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |_, physics, events, graphics, _| {
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testbed.add_callback(move |_, mut graphics, physics, events, _| {
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while let Ok(prox) = events.intersection_events.try_recv() {
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let color = if prox.intersecting {
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Point3::new(1.0, 1.0, 0.0)
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@@ -84,11 +84,13 @@ pub fn init_world(testbed: &mut Testbed) {
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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graphics.set_body_color(parent_handle2, color);
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if let Some(graphics) = &mut graphics {
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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graphics.set_body_color(parent_handle2, color);
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}
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}
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}
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});
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