make examples compile, code that accessed window & graphics via the callback is currently disabled, until that is added back in
This commit is contained in:
@@ -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.harness_mut().add_callback(move |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 +19,9 @@ 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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// TODO: need a way to access graphics & window
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// graphics.add(window, handle, &physics.bodies, &physics.colliders);
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let to_remove: Vec<_> = physics
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.bodies
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@@ -31,7 +33,9 @@ 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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// TODO: need a way to access graphics & window
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// graphics.remove_body_nodes(window, handle);
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}
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});
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@@ -60,7 +60,7 @@ 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, _, _, run_state| {
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testbed.harness_mut().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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@@ -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.harness_mut().add_callback(move |physics, events, _, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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@@ -80,10 +80,12 @@ pub fn init_world(testbed: &mut Testbed) {
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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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// TODO: need a way to access graphics & window
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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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// TODO: need a way to access graphics & window
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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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@@ -34,7 +34,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let collider = ColliderBuilder::ball(ball_rad).density(100.0).build();
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colliders.insert(collider, ball_handle, &mut bodies);
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.harness_mut().add_callback(move |physics, _, _, _| {
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// Remove then re-add the ground collider.
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let coll = physics
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.colliders
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@@ -43,7 +43,9 @@ pub fn init_world(testbed: &mut Testbed) {
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ground_collider_handle = physics
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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graphics.add_collider(window, ground_collider_handle, &physics.colliders);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, ground_collider_handle, &physics.colliders);
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});
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/*
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@@ -45,7 +45,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut extra_colliders = Vec::new();
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let snapped_frame = 51;
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testbed.add_callback(move |window, physics, _, graphics, _| {
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testbed.harness_mut().add_callback(move |physics, _, _, _| {
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step += 1;
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// Add a bigger ball collider
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@@ -56,7 +56,8 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(collider, ball_handle, &mut physics.bodies);
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graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, new_ball_collider_handle, &physics.colliders);
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extra_colliders.push(new_ball_collider_handle);
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// Snap the ball velocity or restore it.
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@@ -95,7 +96,9 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.colliders
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.insert(coll, ground_handle, &mut physics.bodies);
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graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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// TODO: need a way to access graphics & window
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// graphics.add_collider(window, new_ground_collider_handle, &physics.colliders);
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extra_colliders.push(new_ground_collider_handle);
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});
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@@ -44,7 +44,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut step = 0;
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let snapped_frame = 51;
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testbed.add_callback(move |_, physics, _, _, _| {
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testbed.harness_mut().add_callback(move |physics, _, _, _| {
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step += 1;
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// Snap the ball velocity or restore it.
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@@ -26,7 +26,7 @@ pub fn init_world(testbed: &mut Testbed) {
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let mut k = 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 |window, physics, _, graphics, _| {
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testbed.harness_mut().add_callback(move |physics, _, _, _| {
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k += 1;
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let rigid_body = RigidBodyBuilder::new_dynamic()
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.translation(0.0, 10.0, 0.0)
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@@ -41,7 +41,8 @@ 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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// TODO: need a way to access graphics & window
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// graphics.add(window, handle, &physics.bodies, &physics.colliders);
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if physics.bodies.len() > MAX_NUMBER_OF_BODIES {
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let mut to_remove: Vec<_> = physics
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@@ -67,7 +68,9 @@ pub fn init_world(testbed: &mut Testbed) {
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physics
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.narrow_phase
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.maintain(&mut physics.colliders, &mut physics.bodies);
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graphics.remove_body_nodes(window, *handle);
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// TODO: need a way to access graphics & 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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@@ -65,7 +65,7 @@ pub fn init_world(testbed: &mut Testbed) {
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* Setup a callback to control the platform.
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*/
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let mut count = 0;
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testbed.add_callback(move |_, physics, _, _, run_state| {
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testbed.harness_mut().add_callback(move |physics, _, run_state, _| {
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count += 1;
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if count % 100 > 50 {
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return;
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@@ -73,7 +73,7 @@ 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.harness_mut().add_callback(move |physics, events, _, _| {
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while let Ok(prox) = events.proximity_events.try_recv() {
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let color = match prox.new_status {
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Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0),
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@@ -84,10 +84,12 @@ pub fn init_world(testbed: &mut Testbed) {
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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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// TODO: need a way to access graphics & window
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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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// TODO: need a way to access graphics & window
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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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