Minor demos changes.
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@@ -10,7 +10,6 @@ use inflector::Inflector;
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use rapier_testbed3d::Testbed;
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use std::cmp::Ordering;
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mod add_remove3;
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mod collision_groups3;
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mod compound3;
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mod damping3;
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@@ -20,6 +19,7 @@ mod debug_infinite_fall3;
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mod debug_triangle3;
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mod debug_trimesh3;
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mod domino3;
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mod fountain3;
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mod heightfield3;
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mod joints3;
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mod keva3;
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@@ -67,7 +67,7 @@ pub fn main() {
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.to_camel_case();
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Add remove", add_remove3::init_world),
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("Fountain", fountain3::init_world),
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("Primitives", primitives3::init_world),
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("Collision groups", collision_groups3::init_world),
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("Compound", compound3::init_world),
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@@ -70,8 +70,6 @@ pub fn init_world(testbed: &mut Testbed) {
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graphics.remove_body_nodes(window, *handle);
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}
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}
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println!("Num bodies: {}", physics.bodies.len());
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});
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/*
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@@ -27,7 +27,7 @@ pub fn init_world(testbed: &mut Testbed) {
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// NOTE: make sure we use the sin/cos from simba to ensure
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// cross-platform determinism of the example when the
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// enhanced_determinism feature is enabled.
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(<f32 as ComplexField>::sin(x) + <f32 as ComplexField>::cos(z))
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<f32 as ComplexField>::sin(x) + <f32 as ComplexField>::cos(z)
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}
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});
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@@ -25,14 +25,11 @@ fn create_prismatic_joints(
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for i in 0..num {
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let z = origin.z + (i + 1) as f32 * shift;
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let density = 1.0;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(origin.x, origin.y, z)
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.build();
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let curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad)
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.density(density)
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.build();
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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colliders.insert(collider, curr_child, bodies);
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let axis = if i % 2 == 0 {
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@@ -88,14 +85,11 @@ fn create_revolute_joints(
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let mut handles = [curr_parent; 4];
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for k in 0..4 {
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let density = 1.0;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.position(positions[k])
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.build();
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handles[k] = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad)
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.density(density)
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.build();
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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colliders.insert(collider, handles[k], bodies);
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}
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