236 lines
8.8 KiB
Rust
236 lines
8.8 KiB
Rust
use std::collections::HashMap;
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use na::{Isometry2, Vector2};
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use rapier::counters::Counters;
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use rapier::dynamics::{
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IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
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};
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use rapier::geometry::{Collider, ColliderSet};
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use std::f32;
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use wrapped2d::b2;
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use wrapped2d::dynamics::joints::{PrismaticJointDef, RevoluteJointDef, WeldJointDef};
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use wrapped2d::user_data::NoUserData;
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fn na_vec_to_b2_vec(v: Vector2<f32>) -> b2::Vec2 {
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b2::Vec2 { x: v.x, y: v.y }
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}
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fn b2_vec_to_na_vec(v: b2::Vec2) -> Vector2<f32> {
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Vector2::new(v.x, v.y)
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}
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fn b2_transform_to_na_isometry(v: b2::Transform) -> Isometry2<f32> {
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Isometry2::new(b2_vec_to_na_vec(v.pos), v.rot.angle())
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}
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pub struct Box2dWorld {
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world: b2::World<NoUserData>,
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rapier2box2d: HashMap<RigidBodyHandle, b2::BodyHandle>,
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}
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impl Box2dWorld {
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pub fn from_rapier(
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gravity: Vector2<f32>,
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bodies: &RigidBodySet,
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colliders: &ColliderSet,
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joints: &JointSet,
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) -> Self {
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let mut world = b2::World::new(&na_vec_to_b2_vec(gravity));
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world.set_continuous_physics(false);
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let mut res = Box2dWorld {
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world,
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rapier2box2d: HashMap::new(),
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};
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res.insert_bodies(bodies);
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res.insert_colliders(colliders);
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res.insert_joints(joints);
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res
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}
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fn insert_bodies(&mut self, bodies: &RigidBodySet) {
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for (handle, body) in bodies.iter() {
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let body_type = if !body.is_dynamic() {
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b2::BodyType::Static
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} else {
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b2::BodyType::Dynamic
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};
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let linear_damping = 0.0;
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let angular_damping = 0.0;
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// if let Some(rb) = body.downcast_ref::<RigidBody<f32>>() {
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// linear_damping = rb.linear_damping();
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// angular_damping = rb.angular_damping();
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// } else {
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// linear_damping = 0.0;
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// angular_damping = 0.0;
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// }
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let def = b2::BodyDef {
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body_type,
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position: na_vec_to_b2_vec(body.position().translation.vector),
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angle: body.position().rotation.angle(),
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linear_velocity: na_vec_to_b2_vec(*body.linvel()),
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angular_velocity: body.angvel(),
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linear_damping,
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angular_damping,
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..b2::BodyDef::new()
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};
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let b2_handle = self.world.create_body(&def);
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self.rapier2box2d.insert(handle, b2_handle);
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// Collider.
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let mut b2_body = self.world.body_mut(b2_handle);
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b2_body.set_bullet(false /* collider.is_ccd_enabled() */);
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}
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}
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fn insert_colliders(&mut self, colliders: &ColliderSet) {
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for (_, collider) in colliders.iter() {
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let b2_body_handle = self.rapier2box2d[&collider.parent()];
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let mut b2_body = self.world.body_mut(b2_body_handle);
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Self::create_fixture(&collider, &mut *b2_body);
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}
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}
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fn insert_joints(&mut self, joints: &JointSet) {
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for joint in joints.iter() {
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let body_a = self.rapier2box2d[&joint.1.body1];
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let body_b = self.rapier2box2d[&joint.1.body2];
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match &joint.1.params {
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JointParams::BallJoint(params) => {
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let def = RevoluteJointDef {
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body_a,
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body_b,
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collide_connected: true,
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local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
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local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
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reference_angle: 0.0,
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enable_limit: false,
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lower_angle: 0.0,
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upper_angle: 0.0,
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enable_motor: false,
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motor_speed: 0.0,
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max_motor_torque: 0.0,
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};
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self.world.create_joint(&def);
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}
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JointParams::FixedJoint(params) => {
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let def = WeldJointDef {
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body_a,
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body_b,
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collide_connected: true,
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local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.translation.vector),
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local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.translation.vector),
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reference_angle: 0.0,
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frequency: 0.0,
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damping_ratio: 0.0,
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};
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self.world.create_joint(&def);
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}
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JointParams::PrismaticJoint(params) => {
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let def = PrismaticJointDef {
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body_a,
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body_b,
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collide_connected: true,
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local_anchor_a: na_vec_to_b2_vec(params.local_anchor1.coords),
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local_anchor_b: na_vec_to_b2_vec(params.local_anchor2.coords),
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local_axis_a: na_vec_to_b2_vec(params.local_axis1().into_inner()),
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reference_angle: 0.0,
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enable_limit: params.limits_enabled,
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lower_translation: params.limits[0],
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upper_translation: params.limits[1],
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enable_motor: false,
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max_motor_force: 0.0,
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motor_speed: 0.0,
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};
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self.world.create_joint(&def);
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}
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}
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}
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}
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fn create_fixture(collider: &Collider, body: &mut b2::MetaBody<NoUserData>) {
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let center = na_vec_to_b2_vec(collider.position_wrt_parent().translation.vector);
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let mut fixture_def = b2::FixtureDef::new();
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fixture_def.restitution = collider.restitution;
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fixture_def.friction = collider.friction;
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fixture_def.density = collider.density();
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fixture_def.is_sensor = collider.is_sensor();
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fixture_def.filter = b2::Filter::new();
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let shape = collider.shape();
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if let Some(b) = shape.as_ball() {
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let mut b2_shape = b2::CircleShape::new();
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b2_shape.set_radius(b.radius);
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b2_shape.set_position(center);
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body.create_fixture(&b2_shape, &mut fixture_def);
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} else if let Some(c) = shape.as_cuboid() {
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let b2_shape = b2::PolygonShape::new_box(c.half_extents.x, c.half_extents.y);
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body.create_fixture(&b2_shape, &mut fixture_def);
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// } else if let Some(polygon) = shape.as_polygon() {
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// let points: Vec<_> = poly
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// .vertices()
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// .iter()
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// .map(|p| collider.position_wrt_parent() * p)
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// .map(|p| na_vec_to_b2_vec(p.coords))
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// .collect();
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// let b2_shape = b2::PolygonShape::new_with(&points);
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// body.create_fixture(&b2_shape, &mut fixture_def);
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} else if let Some(heightfield) = shape.as_heightfield() {
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let mut segments = heightfield.segments();
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let seg1 = segments.next().unwrap();
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let mut vertices = vec![
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na_vec_to_b2_vec(seg1.a.coords),
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na_vec_to_b2_vec(seg1.b.coords),
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];
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// TODO: this will not handle holes properly.
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segments.for_each(|seg| {
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vertices.push(na_vec_to_b2_vec(seg.b.coords));
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});
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let b2_shape = b2::ChainShape::new_chain(&vertices);
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body.create_fixture(&b2_shape, &mut fixture_def);
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} else {
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eprintln!("Creating a shape unknown to the Box2d backend.");
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}
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}
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pub fn step(&mut self, counters: &mut Counters, params: &IntegrationParameters) {
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// self.world.set_continuous_physics(world.integration_parameters.max_ccd_substeps != 0);
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counters.step_started();
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self.world.step(
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params.dt(),
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params.max_velocity_iterations as i32,
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params.max_position_iterations as i32,
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);
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counters.step_completed();
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}
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pub fn sync(&self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
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for (handle, body) in bodies.iter_mut() {
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if let Some(pb2_handle) = self.rapier2box2d.get(&handle) {
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let b2_body = self.world.body(*pb2_handle);
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let pos = b2_transform_to_na_isometry(b2_body.transform().clone());
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body.set_position(pos, false);
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for coll_handle in body.colliders() {
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let collider = &mut colliders[*coll_handle];
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collider.set_position_debug(pos * collider.position_wrt_parent());
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}
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}
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}
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}
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}
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