unify callbacks with & without graphics & window
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@@ -10,7 +10,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rad = 0.5;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.harness_mut().add_callback(move |physics, _, _| {
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testbed.add_callback(move |window, graphics, physics, _, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0)
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.build();
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@@ -20,8 +20,11 @@ pub fn init_world(testbed: &mut Testbed) {
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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// TODO: need a way to access graphics & window
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// graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if graphics.is_some() {
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graphics
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.unwrap()
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.add(window.unwrap(), handle, &physics.bodies, &physics.colliders);
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}
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let to_remove: Vec<_> = physics
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.bodies
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@@ -34,8 +37,10 @@ pub fn init_world(testbed: &mut Testbed) {
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.bodies
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.remove(handle, &mut physics.colliders, &mut physics.joints);
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// TODO: need a way to access graphics & window
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// graphics.remove_body_nodes(window, handle);
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// FIXME: need a way to access graphics & window in a loop
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// if graphics.is_some() {
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// graphics.unwrap().remove_body_nodes(window.unwrap(), handle);
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// }
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}
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});
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@@ -60,25 +60,23 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Setup a callback to control the platform.
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*/
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testbed
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.harness_mut()
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.add_callback(move |physics, _, run_state| {
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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testbed.add_callback(move |_, _, physics, _, run_state| {
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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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 += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt;
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let dt = 0.016;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.x >= rad * 10.0 {
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next_pos.translation.vector.x -= dt;
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}
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if next_pos.translation.vector.x <= -rad * 10.0 {
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next_pos.translation.vector.x += dt;
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}
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if next_pos.translation.vector.x >= rad * 10.0 {
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next_pos.translation.vector.x -= dt;
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}
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if next_pos.translation.vector.x <= -rad * 10.0 {
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next_pos.translation.vector.x += dt;
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}
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platform.set_next_kinematic_position(next_pos);
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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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* Run the simulation.
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@@ -69,28 +69,26 @@ 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
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.harness_mut()
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.add_callback(move |physics, events, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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testbed.add_callback(move |_, _, physics, events, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0),
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};
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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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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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// TODO: need a way to access graphics & window
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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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// TODO: need a way to access graphics & window
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// graphics.set_body_color(parent_handle2, color);
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}
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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// FIXME: need a way to access graphics & window in a loop
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// graphics.set_body_color(parent_handle1, color);
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}
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});
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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// FIXME: need a way to access graphics & window in a loop
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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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* Set up the testbed.
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