Fix collider insertion/removal tracking.

This commit is contained in:
Crozet Sébastien
2020-11-26 11:41:43 +01:00
parent f293dc6024
commit 391bcf372a
8 changed files with 53 additions and 75 deletions

View File

@@ -13,17 +13,14 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Ground.
*/
let ground_size = 20.0;
let ground_size = 3.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::new_static()
.translation(0.0, -ground_height, 0.0)
.build();
let ground_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4)
.friction(0.15)
// .restitution(0.5)
.build();
let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4).build();
let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
/*
@@ -32,65 +29,17 @@ pub fn init_world(testbed: &mut Testbed) {
let ball_rad = 0.1;
let rb = RigidBodyBuilder::new_dynamic()
.translation(0.0, 0.2, 0.0)
.linvel(10.0, 0.0, 0.0)
.build();
let ball_handle = bodies.insert(rb);
let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
colliders.insert(collider, ball_handle, &mut bodies);
let mut linvel = Vector3::zeros();
let mut angvel = Vector3::zeros();
let mut pos = Isometry3::identity();
let mut step = 0;
let mut extra_balls = Vec::new();
let snapped_frame = 51;
testbed.add_callback(move |window, physics, _, graphics, _| {
step += 1;
// Add a bigger ball collider
let collider = ColliderBuilder::ball(ball_rad + 0.01 * (step as f32))
.density(100.0)
.build();
let new_ball_collider_handle =
physics
.colliders
.insert(collider, ball_handle, &mut physics.bodies);
graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
extra_balls.push(new_ball_collider_handle);
// Snap the ball velocity or restore it.
let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
if step == snapped_frame {
linvel = *ball.linvel();
angvel = *ball.angvel();
pos = *ball.position();
}
if step == 100 {
ball.set_linvel(linvel, true);
ball.set_angvel(angvel, true);
ball.set_position(pos, true);
step = snapped_frame;
for ball in &extra_balls {
physics.colliders.remove(*ball, &mut physics.bodies, true);
}
extra_balls.clear();
}
// Remove then re-add the ground collider.
// let ground = physics.bodies.get_mut(ground_handle).unwrap();
// ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false);
// let coll = physics
// .colliders
// .remove(ground_collider_handle, &mut physics.bodies, true)
// .unwrap();
let coll = ColliderBuilder::cuboid(ground_size, ground_height + step as f32 * 0.01, 0.4)
.friction(0.15)
.build();
let coll = physics
.colliders
.remove(ground_collider_handle, &mut physics.bodies, true)
.unwrap();
ground_collider_handle = physics
.colliders
.insert(coll, ground_handle, &mut physics.bodies);