Fix testbed compilation with other backends.
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@@ -167,44 +167,42 @@ impl Box2dWorld {
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fixture_def.is_sensor = collider.is_sensor();
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fixture_def.filter = b2::Filter::new();
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match collider.shape() {
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Shape::Ball(b) => {
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let mut b2_shape = b2::CircleShape::new();
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b2_shape.set_radius(b.radius);
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b2_shape.set_position(center);
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body.create_fixture(&b2_shape, &mut fixture_def);
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}
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Shape::Cuboid(c) => {
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let b2_shape = b2::PolygonShape::new_box(c.half_extents.x, c.half_extents.y);
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body.create_fixture(&b2_shape, &mut fixture_def);
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}
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Shape::Polygon(poly) => {
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let points: Vec<_> = poly
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.vertices()
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.iter()
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.map(|p| collider.position_wrt_parent() * p)
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.map(|p| na_vec_to_b2_vec(p.coords))
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.collect();
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let b2_shape = b2::PolygonShape::new_with(&points);
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body.create_fixture(&b2_shape, &mut fixture_def);
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}
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Shape::HeightField(heightfield) => {
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let mut segments = heightfield.segments();
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let seg1 = segments.next().unwrap();
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let mut vertices = vec![
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na_vec_to_b2_vec(seg1.a.coords),
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na_vec_to_b2_vec(seg1.b.coords),
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];
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let shape = collider.shape();
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// TODO: this will not handle holes properly.
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segments.for_each(|seg| {
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vertices.push(na_vec_to_b2_vec(seg.b.coords));
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});
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if let Some(b) = shape.as_ball() {
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let mut b2_shape = b2::CircleShape::new();
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b2_shape.set_radius(b.radius);
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b2_shape.set_position(center);
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body.create_fixture(&b2_shape, &mut fixture_def);
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} else if let Some(c) = shape.as_cuboid() {
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let b2_shape = b2::PolygonShape::new_box(c.half_extents.x, c.half_extents.y);
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body.create_fixture(&b2_shape, &mut fixture_def);
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// } else if let Some(polygon) = shape.as_polygon() {
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// let points: Vec<_> = poly
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// .vertices()
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// .iter()
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// .map(|p| collider.position_wrt_parent() * p)
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// .map(|p| na_vec_to_b2_vec(p.coords))
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// .collect();
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// let b2_shape = b2::PolygonShape::new_with(&points);
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// body.create_fixture(&b2_shape, &mut fixture_def);
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} else if let Some(heightfield) = shape.as_heightfield() {
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let mut segments = heightfield.segments();
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let seg1 = segments.next().unwrap();
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let mut vertices = vec![
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na_vec_to_b2_vec(seg1.a.coords),
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na_vec_to_b2_vec(seg1.b.coords),
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];
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let b2_shape = b2::ChainShape::new_chain(&vertices);
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body.create_fixture(&b2_shape, &mut fixture_def);
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}
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_ => eprintln!("Creating a shape unknown to the Box2d backend."),
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// TODO: this will not handle holes properly.
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segments.for_each(|seg| {
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vertices.push(na_vec_to_b2_vec(seg.b.coords));
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});
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let b2_shape = b2::ChainShape::new_chain(&vertices);
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body.create_fixture(&b2_shape, &mut fixture_def);
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} else {
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eprintln!("Creating a shape unknown to the Box2d backend.");
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}
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}
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