Merge branch 'master' into split_geom
# Conflicts: # examples2d/sensor2.rs # examples3d/sensor3.rs # src/dynamics/integration_parameters.rs # src/dynamics/solver/parallel_island_solver.rs # src/dynamics/solver/velocity_constraint.rs # src/dynamics/solver/velocity_ground_constraint.rs # src_testbed/nphysics_backend.rs # src_testbed/physx_backend.rs # src_testbed/testbed.rs
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@@ -10,7 +10,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let rad = 0.5;
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.add_callback(move |mut window, mut graphics, physics, _, _| {
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0)
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.build();
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@@ -19,7 +19,10 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, handle, &mut physics.bodies);
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graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.add(*window, handle, &physics.bodies, &physics.colliders);
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}
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let to_remove: Vec<_> = physics
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.bodies
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@@ -31,7 +34,10 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.bodies
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.remove(handle, &mut physics.colliders, &mut physics.joints);
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graphics.remove_body_nodes(window, handle);
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if let (Some(graphics), Some(window)) = (&mut graphics, &mut window) {
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graphics.remove_body_nodes(*window, handle);
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}
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}
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});
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@@ -60,13 +60,13 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Setup a callback to control the platform.
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*/
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testbed.add_callback(move |_, physics, _, _, time| {
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testbed.add_callback(move |_, _, physics, _, run_state| {
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let platform = physics.bodies.get_mut(platform_handle).unwrap();
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let mut next_pos = *platform.position();
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let dt = 0.016;
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next_pos.translation.vector.y += (time * 5.0).sin() * dt;
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next_pos.translation.vector.x += time.sin() * 5.0 * dt;
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next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt;
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next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt;
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if next_pos.translation.vector.x >= rad * 10.0 {
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next_pos.translation.vector.x -= dt;
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@@ -69,7 +69,7 @@ pub fn init_world(testbed: &mut Testbed) {
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testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0));
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// Callback that will be executed on the main loop to handle proximities.
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testbed.add_callback(move |_, physics, events, graphics, _| {
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testbed.add_callback(move |_, mut graphics, physics, events, _| {
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while let Ok(prox) = events.intersection_events.try_recv() {
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let color = if prox.intersecting {
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Point3::new(1.0, 1.0, 0.0)
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@@ -79,12 +79,13 @@ pub fn init_world(testbed: &mut Testbed) {
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let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent();
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let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent();
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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graphics.set_body_color(parent_handle2, color);
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if let Some(graphics) = &mut graphics {
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if parent_handle1 != ground_handle && parent_handle1 != sensor_handle {
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graphics.set_body_color(parent_handle1, color);
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}
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if parent_handle2 != ground_handle && parent_handle2 != sensor_handle {
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graphics.set_body_color(parent_handle2, color);
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}
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}
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}
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});
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