Rename rigid-body static to fixed
This commit is contained in:
committed by
Sébastien Crozet
parent
db6a8c526d
commit
a9e3441ecd
@@ -38,7 +38,7 @@ pub fn build_block(
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};
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(vector![
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![
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x + dim.x + shift.x,
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y + dim.y + shift.y,
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z + dim.z + shift.z
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@@ -59,7 +59,7 @@ pub fn build_block(
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for i in 0..(block_width / (dim.x as f32 * 2.0)) as usize {
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for j in 0..(block_width / (dim.z as f32 * 2.0)) as usize {
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(vector![
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![
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i as f32 * dim.x * 2.0 + dim.x + shift.x,
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dim.y + shift.y + block_height,
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j as f32 * dim.z * 2.0 + dim.z + shift.z
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@@ -88,7 +88,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let ground_size = 50.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static().translation(vector![0.0, -ground_height, 0.0]);
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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