enable graphics and windows related code in examples
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@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut extra_colliders = Vec::new();
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let snapped_frame = 51;
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testbed.add_callback(move |window, graphics, physics, _, _| {
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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step += 1;
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// Add a bigger ball collider
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@@ -57,13 +57,10 @@ pub fn init_world(testbed: &mut Testbed) {
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.colliders
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.insert(collider, ball_handle, &mut physics.bodies);
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if graphics.is_some() {
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graphics.unwrap().add_collider(
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window.unwrap(),
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new_ball_collider_handle,
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&physics.colliders,
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);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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}
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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@@ -103,10 +100,9 @@ pub fn init_world(testbed: &mut Testbed) {
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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//FIXME: This causes an error
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// if graphics.is_some() {
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// graphics.unwrap().add_collider(window.unwrap(), new_ground_collider_handle, &physics.colliders);
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// }
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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}
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extra_colliders.push(new_ground_collider_handle);
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});
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