Rename STATIC -> FIXED in the ActiveCollisionTypes flags

This commit is contained in:
Sébastien Crozet
2022-05-30 17:49:29 +02:00
parent c46f52f451
commit 3508ab4356

View File

@@ -286,19 +286,19 @@ bitflags::bitflags! {
const DYNAMIC_KINEMATIC = 0b0000_0000_0000_1100; const DYNAMIC_KINEMATIC = 0b0000_0000_0000_1100;
/// Enable collision-detection between a collider attached to a dynamic body /// Enable collision-detection between a collider attached to a dynamic body
/// and another collider attached to a fixed body (or not attached to any body). /// and another collider attached to a fixed body (or not attached to any body).
const DYNAMIC_STATIC = 0b0000_0000_0000_0010; const DYNAMIC_FIXED = 0b0000_0000_0000_0010;
/// Enable collision-detection between a collider attached to a kinematic body /// Enable collision-detection between a collider attached to a kinematic body
/// and another collider attached to a kinematic body. /// and another collider attached to a kinematic body.
const KINEMATIC_KINEMATIC = 0b1100_1100_0000_0000; const KINEMATIC_KINEMATIC = 0b1100_1100_0000_0000;
/// Enable collision-detection between a collider attached to a kinematic body /// Enable collision-detection between a collider attached to a kinematic body
/// and another collider attached to a fixed body (or not attached to any body). /// and another collider attached to a fixed body (or not attached to any body).
const KINEMATIC_STATIC = 0b0010_0010_0000_0000; const KINEMATIC_FIXED = 0b0010_0010_0000_0000;
/// Enable collision-detection between a collider attached to a fixed body (or /// Enable collision-detection between a collider attached to a fixed body (or
/// not attached to any body) and another collider attached to a fixed body (or /// not attached to any body) and another collider attached to a fixed body (or
/// not attached to any body). /// not attached to any body).
const STATIC_STATIC = 0b0000_0000_0010_0000; const FIXED_FIXED = 0b0000_0000_0010_0000;
} }
} }
@@ -308,20 +308,20 @@ impl ActiveCollisionTypes {
// NOTE: This test is quite complicated so here is an explanation. // NOTE: This test is quite complicated so here is an explanation.
// First, we associate the following bit masks: // First, we associate the following bit masks:
// - DYNAMIC = 0001 // - DYNAMIC = 0001
// - STATIC = 0010 // - FIXED = 0010
// - KINEMATIC = 1100 // - KINEMATIC = 1100
// These are equal to the bits indexed by `RigidBodyType as u32`. // These are equal to the bits indexed by `RigidBodyType as u32`.
// The bit masks defined by ActiveCollisionTypes are defined is such a way // The bit masks defined by ActiveCollisionTypes are defined is such a way
// that the first part of the variant name (e.g. DYNAMIC_*) indicates which // that the first part of the variant name (e.g. DYNAMIC_*) indicates which
// groups of four bits should be considered: // groups of four bits should be considered:
// - DYNAMIC_* = the first group of four bits. // - DYNAMIC_* = the first group of four bits.
// - STATIC_* = the second group of four bits. // - FIXED_* = the second group of four bits.
// - KINEMATIC_* = the third and fourth groups of four bits. // - KINEMATIC_* = the third and fourth groups of four bits.
// The second part of the variant name (e.g. *_DYNAMIC) indicates the value // The second part of the variant name (e.g. *_DYNAMIC) indicates the value
// of the aforementioned groups of four bits. // of the aforementioned groups of four bits.
// For example, DYNAMIC_STATIC means that the first group of four bits (because // For example, DYNAMIC_FIXED means that the first group of four bits (because
// of DYNAMIC_*) must have the value 0010 (because of *_STATIC). That gives // of DYNAMIC_*) must have the value 0010 (because of *_FIXED). That gives
// us 0b0000_0000_0000_0010 for the DYNAMIC_STATIC_VARIANT. // us 0b0000_0000_0000_0010 for the DYNAMIC_FIXED_VARIANT.
// //
// The KINEMATIC_* is special because it occupies two groups of four bits. This is // The KINEMATIC_* is special because it occupies two groups of four bits. This is
// because it combines both KinematicPositionBased and KinematicVelocityBased. // because it combines both KinematicPositionBased and KinematicVelocityBased.
@@ -347,7 +347,7 @@ impl Default for ActiveCollisionTypes {
fn default() -> Self { fn default() -> Self {
ActiveCollisionTypes::DYNAMIC_DYNAMIC ActiveCollisionTypes::DYNAMIC_DYNAMIC
| ActiveCollisionTypes::DYNAMIC_KINEMATIC | ActiveCollisionTypes::DYNAMIC_KINEMATIC
| ActiveCollisionTypes::DYNAMIC_STATIC | ActiveCollisionTypes::DYNAMIC_FIXED
} }
} }