Rename rigid-body static to fixed
This commit is contained in:
committed by
Sébastien Crozet
parent
db6a8c526d
commit
a9e3441ecd
@@ -634,7 +634,7 @@ mod test {
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let mut multibody_joints = MultibodyJointSet::new();
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let mut islands = IslandManager::new();
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let rb = RigidBodyBuilder::new_dynamic().build();
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let rb = RigidBodyBuilder::dynamic().build();
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let co = ColliderBuilder::ball(0.5).build();
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let hrb = bodies.insert(rb);
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let coh = colliders.insert_with_parent(co, hrb, &mut bodies);
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@@ -652,7 +652,7 @@ mod test {
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broad_phase.update(0.0, &mut colliders, &[], &[coh], &mut events);
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// Create another body.
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let rb = RigidBodyBuilder::new_dynamic().build();
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let rb = RigidBodyBuilder::dynamic().build();
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let co = ColliderBuilder::ball(0.5).build();
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let hrb = bodies.insert(rb);
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let coh = colliders.insert_with_parent(co, hrb, &mut bodies);
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@@ -285,18 +285,18 @@ bitflags::bitflags! {
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/// and another collider attached to a kinematic body.
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const DYNAMIC_KINEMATIC = 0b0000_0000_0000_1100;
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/// Enable collision-detection between a collider attached to a dynamic body
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/// and another collider attached to a static body (or not attached to any body).
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/// and another collider attached to a fixed body (or not attached to any body).
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const DYNAMIC_STATIC = 0b0000_0000_0000_0010;
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/// Enable collision-detection between a collider attached to a kinematic body
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/// and another collider attached to a kinematic body.
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const KINEMATIC_KINEMATIC = 0b1100_1100_0000_0000;
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/// Enable collision-detection between a collider attached to a kinematic body
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/// and another collider attached to a static body (or not attached to any body).
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/// and another collider attached to a fixed body (or not attached to any body).
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const KINEMATIC_STATIC = 0b0010_0010_0000_0000;
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/// Enable collision-detection between a collider attached to a static body (or
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/// not attached to any body) and another collider attached to a static body (or
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/// Enable collision-detection between a collider attached to a fixed body (or
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/// not attached to any body) and another collider attached to a fixed body (or
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/// not attached to any body).
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const STATIC_STATIC = 0b0000_0000_0010_0000;
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}
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@@ -392,7 +392,7 @@ impl NarrowPhase {
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// For each modified colliders, we need to wake-up the bodies it is in contact with
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// so that the narrow-phase properly takes into account the change in, e.g.,
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// collision groups. Waking up the modified collider's parent isn't enough because
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// it could be a static or kinematic body which don't propagate the wake-up state.
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// it could be a fixed or kinematic body which don't propagate the wake-up state.
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let co_parent: Option<&ColliderParent> = colliders.get(handle.0);
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let (co_changes, co_type): (&ColliderChanges, &ColliderType) =
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@@ -740,8 +740,8 @@ impl NarrowPhase {
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}
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// TODO: avoid lookup into bodies.
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let mut rb_type1 = RigidBodyType::Static;
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let mut rb_type2 = RigidBodyType::Static;
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let mut rb_type1 = RigidBodyType::Fixed;
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let mut rb_type2 = RigidBodyType::Fixed;
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if let Some(co_parent1) = co_parent1 {
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rb_type1 = *bodies.index(co_parent1.handle.0);
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@@ -865,8 +865,8 @@ impl NarrowPhase {
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}
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// TODO: avoid lookup into bodies.
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let mut rb_type1 = RigidBodyType::Static;
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let mut rb_type2 = RigidBodyType::Static;
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let mut rb_type1 = RigidBodyType::Fixed;
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let mut rb_type2 = RigidBodyType::Fixed;
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if let Some(co_parent1) = co_parent1 {
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rb_type1 = *bodies.index(co_parent1.handle.0);
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@@ -1076,7 +1076,7 @@ impl NarrowPhase {
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bodies.index_bundle(handle1.0);
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(data.0.active_island_id, *data.1, data.2.sleeping)
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} else {
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(0, RigidBodyType::Static, true)
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(0, RigidBodyType::Fixed, true)
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};
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let (active_island_id2, rb_type2, sleeping2) =
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@@ -1085,7 +1085,7 @@ impl NarrowPhase {
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bodies.index_bundle(handle2.0);
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(data.0.active_island_id, *data.1, data.2.sleeping)
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} else {
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(0, RigidBodyType::Static, true)
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(0, RigidBodyType::Fixed, true)
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};
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if (rb_type1.is_dynamic() || rb_type2.is_dynamic())
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