Split rigid-bodies and colliders into multiple components
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@@ -1,5 +1,5 @@
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use na::Point3;
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use rapier3d::dynamics::{BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -30,9 +30,9 @@ pub fn init_world(testbed: &mut Testbed) {
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let z = k as f32 * shift - centerz;
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let status = if j == 0 {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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let density = 0.477;
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@@ -1,5 +1,5 @@
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use na::Point3;
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use rapier3d::dynamics::{BallJoint, BodyStatus, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{BallJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -23,9 +23,9 @@ pub fn init_world(testbed: &mut Testbed) {
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let fi = i as f32;
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let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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@@ -1,5 +1,5 @@
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use na::{Isometry3, Point3};
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use rapier3d::dynamics::{BodyStatus, FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::dynamics::{FixedJoint, JointSet, RigidBodyBuilder, RigidBodySet, RigidBodyType};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -36,9 +36,9 @@ pub fn init_world(testbed: &mut Testbed) {
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// a joint between these.
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let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
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BodyStatus::Static
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RigidBodyType::Static
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} else {
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BodyStatus::Dynamic
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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