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authorSébastien Crozet <developer@crozet.re>2022-03-19 16:23:09 +0100
committerSébastien Crozet <sebastien@crozet.re>2022-03-20 21:49:16 +0100
commita9e3441ecd64d50b478ab5370fabe187ec9a5c39 (patch)
tree92b2e4ee3d3599a446f15551cc74e8e71b9c6150 /src/dynamics/rigid_body_components.rs
parentdb6a8c526d939a125485c89cfb6e540422fe6b4b (diff)
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Rename rigid-body `static` to `fixed`
Diffstat (limited to 'src/dynamics/rigid_body_components.rs')
-rw-r--r--src/dynamics/rigid_body_components.rs12
1 files changed, 6 insertions, 6 deletions
diff --git a/src/dynamics/rigid_body_components.rs b/src/dynamics/rigid_body_components.rs
index 52072ea..cac0600 100644
--- a/src/dynamics/rigid_body_components.rs
+++ b/src/dynamics/rigid_body_components.rs
@@ -57,8 +57,8 @@ pub type BodyStatus = RigidBodyType;
pub enum RigidBodyType {
/// A `RigidBodyType::Dynamic` body can be affected by all external forces.
Dynamic = 0,
- /// A `RigidBodyType::Static` body cannot be affected by external forces.
- Static = 1,
+ /// A `RigidBodyType::Fixed` body cannot be affected by external forces.
+ Fixed = 1,
/// A `RigidBodyType::KinematicPositionBased` body cannot be affected by any external forces but can be controlled
/// by the user at the position level while keeping realistic one-way interaction with dynamic bodies.
///
@@ -73,14 +73,14 @@ pub enum RigidBodyType {
/// cannot be pushed by anything. In other words, the trajectory of a kinematic body can only be
/// modified by the user and is independent from any contact or joint it is involved in.
KinematicVelocityBased = 3,
- // Semikinematic, // A kinematic that performs automatic CCD with the static environment to avoid traversing it?
+ // Semikinematic, // A kinematic that performs automatic CCD with the fixed environment to avoid traversing it?
// Disabled,
}
impl RigidBodyType {
- /// Is this rigid-body static (i.e. cannot move)?
- pub fn is_static(self) -> bool {
- self == RigidBodyType::Static
+ /// Is this rigid-body fixed (i.e. cannot move)?
+ pub fn is_fixed(self) -> bool {
+ self == RigidBodyType::Fixed
}
/// Is this rigid-body dynamic (i.e. can move and be affected by forces)?