Fix BroadPhase proxy handle recycling causing a crash.
This commit is contained in:
53
examples3d/add_remove3.rs
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53
examples3d/add_remove3.rs
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@@ -0,0 +1,53 @@
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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let bodies = RigidBodySet::new();
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let colliders = ColliderSet::new();
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let joints = JointSet::new();
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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.add_callback(move |window, physics, _, graphics, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0, 0.0)
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.build();
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let handle = physics.bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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graphics.add(window, handle, &physics.bodies, &physics.colliders);
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let to_remove: Vec<_> = physics
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.bodies
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.iter()
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.filter(|(_, b)| b.position.translation.vector.y < -10.0)
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.map(|e| e.0)
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.collect();
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for handle in to_remove {
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physics.pipeline.remove_rigid_body(
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handle,
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&mut physics.broad_phase,
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&mut physics.narrow_phase,
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&mut physics.bodies,
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&mut physics.colliders,
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&mut physics.joints,
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);
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graphics.remove_body_nodes(window, handle);
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}
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});
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point3::new(-30.0, -4.0, -30.0), Point3::new(0.0, 1.0, 0.0));
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Add-remove", init_world)]);
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testbed.run()
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}
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