Use the publish-subscribe mechanism to handle collider removals across pipelines.
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@@ -813,13 +813,9 @@ impl Testbed {
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let num_to_delete = (colliders.len() / 10).max(1);
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for to_delete in &colliders[..num_to_delete] {
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self.physics.pipeline.remove_collider(
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to_delete[0],
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&mut self.physics.broad_phase,
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&mut self.physics.narrow_phase,
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&mut self.physics.bodies,
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&mut self.physics.colliders,
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);
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self.physics
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.colliders
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.remove(to_delete[0], &mut self.physics.bodies);
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}
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}
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WindowEvent::Key(Key::D, Action::Release, _) => {
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@@ -833,11 +829,8 @@ impl Testbed {
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.collect();
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let num_to_delete = (dynamic_bodies.len() / 10).max(1);
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for to_delete in &dynamic_bodies[..num_to_delete] {
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self.physics.pipeline.remove_rigid_body(
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self.physics.bodies.remove(
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*to_delete,
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&mut self.physics.broad_phase,
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&mut self.physics.narrow_phase,
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&mut self.physics.bodies,
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&mut self.physics.colliders,
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&mut self.physics.joints,
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);
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