Split rigid-bodies and colliders into multiple components

This commit is contained in:
Crozet Sébastien
2021-04-26 17:59:25 +02:00
parent aaf80bfa87
commit c32da78f2a
91 changed files with 5969 additions and 3653 deletions

View File

@@ -1,7 +1,7 @@
use na::{Isometry3, Point3, Unit, UnitQuaternion, Vector3};
use rapier3d::dynamics::{
BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder,
RigidBodyHandle, RigidBodySet,
BallJoint, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder,
RigidBodyHandle, RigidBodySet, RigidBodyType,
};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;
@@ -203,9 +203,9 @@ fn create_fixed_joints(
// fixed bodies. Because physx will crash if we add
// a joint between these.
let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
@@ -258,9 +258,9 @@ fn create_ball_joints(
let fi = i as f32;
let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
@@ -317,9 +317,9 @@ fn create_actuated_revolute_joints(
// fixed bodies. Because physx will crash if we add
// a joint between these.
let status = if i == 0 {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let shifty = (i >= 1) as u32 as f32 * -2.0;
@@ -378,9 +378,9 @@ fn create_actuated_ball_joints(
// fixed bodies. Because physx will crash if we add
// a joint between these.
let status = if i == 0 {
BodyStatus::Static
RigidBodyType::Static
} else {
BodyStatus::Dynamic
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)