Fix tests and wasm build.
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@@ -598,7 +598,7 @@ mod test {
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let rb = RigidBodyBuilder::new_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(co, hrb, &mut bodies);
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let coh = colliders.insert_with_parent(co, hrb, &mut bodies);
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let mut events = Vec::new();
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broad_phase.update(0.0, &mut colliders, &[coh], &[], &mut events);
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@@ -610,7 +610,7 @@ mod test {
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let rb = RigidBodyBuilder::new_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(co, hrb, &mut bodies);
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let coh = colliders.insert_with_parent(co, hrb, &mut bodies);
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// Make sure the proxy handles is recycled properly.
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broad_phase.update(0.0, &mut colliders, &[coh], &[], &mut events);
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@@ -133,17 +133,27 @@ impl Default for ActiveHooks {
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}
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}
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// TODO: right now, the wasm version don't have the Send+Sync bounds.
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// This is because these bounds are very difficult to fulfill if we want to
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// call JS closures. Also, parallelism cannot be enabled for wasm targets, so
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// not having Send+Sync isn't a problem.
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/// User-defined functions called by the physics engines during one timestep in order to customize its behavior.
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#[cfg(target_arch = "wasm32")]
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pub trait PhysicsHooks<Bodies, Colliders> {
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/// Applies the contact pair filter.
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fn filter_contact_pair(
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&self,
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_context: &PairFilterContext<Bodies, Colliders>,
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) -> Option<SolverFlags> {
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None
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}
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/// Applies the intersection pair filter.
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fn filter_intersection_pair(&self, _context: &PairFilterContext<Bodies, Colliders>) -> bool {
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false
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}
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/// Modifies the set of contacts seen by the constraints solver.
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fn modify_solver_contacts(&self, _context: &mut ContactModificationContext<Bodies, Colliders>) {
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}
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}
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@@ -745,12 +745,12 @@ mod test {
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let rb = RigidBodyBuilder::new_static().build();
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let h1 = bodies.insert(rb.clone());
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let co = ColliderBuilder::ball(10.0).build();
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colliders.insert(co.clone(), h1, &mut bodies);
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colliders.insert_with_parent(co.clone(), h1, &mut bodies);
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// The same but with a kinematic body.
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let rb = RigidBodyBuilder::new_kinematic().build();
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let rb = RigidBodyBuilder::new_kinematic_position_based().build();
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let h2 = bodies.insert(rb.clone());
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colliders.insert(co, h2, &mut bodies);
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colliders.insert_with_parent(co, h2, &mut bodies);
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pipeline.step(
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&Vector::zeros(),
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@@ -786,7 +786,7 @@ mod test {
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let h2 = bodies.insert(rb.clone());
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// The same but with a kinematic body.
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let rb = RigidBodyBuilder::new_kinematic().build();
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let rb = RigidBodyBuilder::new_kinematic_position_based().build();
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let h3 = bodies.insert(rb.clone());
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// The same but with a static body.
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@@ -864,7 +864,7 @@ mod test {
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let body = RigidBodyBuilder::new_dynamic().build();
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let b_handle = bodies.insert(body);
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let collider = ColliderBuilder::ball(1.0).build();
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let c_handle = colliders.insert(collider, b_handle, &mut bodies);
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let c_handle = colliders.insert_with_parent(collider, b_handle, &mut bodies);
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colliders.remove(c_handle, &mut islands, &mut bodies, true);
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bodies.remove(b_handle, &mut islands, &mut colliders, &mut joints);
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