Fix collider insertion/removal tracking.
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@@ -24,17 +24,18 @@ pub fn init_world(testbed: &mut Testbed) {
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.friction(0.15)
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// .restitution(0.5)
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.build();
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colliders.insert(collider, ground_handle, &mut bodies);
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let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies);
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/*
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* Rolling ball
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*/
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let ball_rad = 0.1;
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let rb = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 0.2, 0.0)
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.linvel(10.0, 0.0, 0.0)
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.build();
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let ball_handle = bodies.insert(rb);
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let collider = ColliderBuilder::ball(0.1).density(100.0).build();
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let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
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colliders.insert(collider, ball_handle, &mut bodies);
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let mut linvel = Vector3::zeros();
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@@ -43,8 +44,10 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let snapped_frame = 51;
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testbed.add_callback(move |_, physics, _, _, _| {
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testbed.add_callback(move |window, physics, _, graphics, _| {
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step += 1;
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// Snap the ball velocity or restore it.
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let mut ball = physics.bodies.get_mut(ball_handle).unwrap();
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if step == snapped_frame {
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@@ -59,9 +62,6 @@ pub fn init_world(testbed: &mut Testbed) {
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ball.set_position(pos, true);
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step = snapped_frame;
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}
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let ground = physics.bodies.get_mut(ground_handle).unwrap();
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ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false);
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});
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/*
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