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authorCrozet Sébastien <developer@crozet.re>2021-04-26 17:59:25 +0200
committerCrozet Sébastien <developer@crozet.re>2021-04-26 18:00:50 +0200
commitc32da78f2a6014c491aa3e975fb83ddb7c80610e (patch)
treeedd20f23270baee1577c486f78d825eb93ea0de0 /examples3d/joints3.rs
parentaaf80bfa872c6f29b248cab8eb5658ab0d73cb4a (diff)
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Split rigid-bodies and colliders into multiple components
Diffstat (limited to 'examples3d/joints3.rs')
-rw-r--r--examples3d/joints3.rs20
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)