Fix crash caused by the removal of a kinematic body.
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@@ -65,21 +65,22 @@ 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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testbed.add_callback(move |_, physics, _, _, time| {
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let mut platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = platform.position;
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if let Some(mut platform) = physics.bodies.get_mut(platform_handle) {
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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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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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if next_pos.translation.vector.z >= rad * 10.0 {
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next_pos.translation.vector.z -= 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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}
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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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}
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platform.set_next_kinematic_position(next_pos);
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}
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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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}
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platform.set_next_kinematic_position(next_pos);
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});
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/*
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