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| author | Crozet Sébastien <developer@crozet.re> | 2021-04-26 17:59:25 +0200 |
|---|---|---|
| committer | Crozet Sébastien <developer@crozet.re> | 2021-04-26 18:00:50 +0200 |
| commit | c32da78f2a6014c491aa3e975fb83ddb7c80610e (patch) | |
| tree | edd20f23270baee1577c486f78d825eb93ea0de0 /examples3d/joints3.rs | |
| parent | aaf80bfa872c6f29b248cab8eb5658ab0d73cb4a (diff) | |
| download | rapier-c32da78f2a6014c491aa3e975fb83ddb7c80610e.tar.gz rapier-c32da78f2a6014c491aa3e975fb83ddb7c80610e.tar.bz2 rapier-c32da78f2a6014c491aa3e975fb83ddb7c80610e.zip | |
Split rigid-bodies and colliders into multiple components
Diffstat (limited to 'examples3d/joints3.rs')
| -rw-r--r-- | examples3d/joints3.rs | 20 |
1 files changed, 10 insertions, 10 deletions
diff --git a/examples3d/joints3.rs b/examples3d/joints3.rs index 6ba9461..5b082fb 100644 --- a/examples3d/joints3.rs +++ b/examples3d/joints3.rs @@ -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) |
