diff options
Diffstat (limited to 'examples2d')
| -rw-r--r-- | examples2d/add_remove2.rs | 15 | ||||
| -rw-r--r-- | examples2d/platform2.rs | 30 | ||||
| -rw-r--r-- | examples2d/sensor2.rs | 40 |
3 files changed, 43 insertions, 42 deletions
diff --git a/examples2d/add_remove2.rs b/examples2d/add_remove2.rs index 614829b..cb71025 100644 --- a/examples2d/add_remove2.rs +++ b/examples2d/add_remove2.rs @@ -10,7 +10,7 @@ pub fn init_world(testbed: &mut Testbed) { let rad = 0.5; // Callback that will be executed on the main loop to handle proximities. - testbed.harness_mut().add_callback(move |physics, _, _| { + testbed.add_callback(move |window, graphics, physics, _, _| { let rigid_body = RigidBodyBuilder::new_dynamic() .translation(0.0, 10.0) .build(); @@ -20,8 +20,11 @@ pub fn init_world(testbed: &mut Testbed) { .colliders .insert(collider, handle, &mut physics.bodies); - // TODO: need a way to access graphics & window - // graphics.add(window, handle, &physics.bodies, &physics.colliders); + if graphics.is_some() { + graphics + .unwrap() + .add(window.unwrap(), handle, &physics.bodies, &physics.colliders); + } let to_remove: Vec<_> = physics .bodies @@ -34,8 +37,10 @@ pub fn init_world(testbed: &mut Testbed) { .bodies .remove(handle, &mut physics.colliders, &mut physics.joints); - // TODO: need a way to access graphics & window - // graphics.remove_body_nodes(window, handle); + // FIXME: need a way to access graphics & window in a loop + // if graphics.is_some() { + // graphics.unwrap().remove_body_nodes(window.unwrap(), handle); + // } } }); diff --git a/examples2d/platform2.rs b/examples2d/platform2.rs index 88f05f2..afd4d64 100644 --- a/examples2d/platform2.rs +++ b/examples2d/platform2.rs @@ -60,25 +60,23 @@ pub fn init_world(testbed: &mut Testbed) { /* * Setup a callback to control the platform. */ - testbed - .harness_mut() - .add_callback(move |physics, _, run_state| { - let platform = physics.bodies.get_mut(platform_handle).unwrap(); - let mut next_pos = *platform.position(); + testbed.add_callback(move |_, _, physics, _, run_state| { + let platform = physics.bodies.get_mut(platform_handle).unwrap(); + let mut next_pos = *platform.position(); - let dt = 0.016; - next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt; - next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt; + let dt = 0.016; + next_pos.translation.vector.y += (run_state.time * 5.0).sin() * dt; + next_pos.translation.vector.x += run_state.time.sin() * 5.0 * dt; - if next_pos.translation.vector.x >= rad * 10.0 { - next_pos.translation.vector.x -= dt; - } - if next_pos.translation.vector.x <= -rad * 10.0 { - next_pos.translation.vector.x += dt; - } + if next_pos.translation.vector.x >= rad * 10.0 { + next_pos.translation.vector.x -= dt; + } + if next_pos.translation.vector.x <= -rad * 10.0 { + next_pos.translation.vector.x += dt; + } - platform.set_next_kinematic_position(next_pos); - }); + platform.set_next_kinematic_position(next_pos); + }); /* * Run the simulation. diff --git a/examples2d/sensor2.rs b/examples2d/sensor2.rs index 382581e..9fdbf14 100644 --- a/examples2d/sensor2.rs +++ b/examples2d/sensor2.rs @@ -69,28 +69,26 @@ pub fn init_world(testbed: &mut Testbed) { testbed.set_body_color(sensor_handle, Point3::new(0.5, 1.0, 1.0)); // Callback that will be executed on the main loop to handle proximities. - testbed - .harness_mut() - .add_callback(move |physics, events, _| { - while let Ok(prox) = events.proximity_events.try_recv() { - let color = match prox.new_status { - Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0), - Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0), - }; - - let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent(); - let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent(); - - if parent_handle1 != ground_handle && parent_handle1 != sensor_handle { - // TODO: need a way to access graphics & window - // graphics.set_body_color(parent_handle1, color); - } - if parent_handle2 != ground_handle && parent_handle2 != sensor_handle { - // TODO: need a way to access graphics & window - // graphics.set_body_color(parent_handle2, color); - } + testbed.add_callback(move |_, _, physics, events, _| { + while let Ok(prox) = events.proximity_events.try_recv() { + let color = match prox.new_status { + Proximity::WithinMargin | Proximity::Intersecting => Point3::new(1.0, 1.0, 0.0), + Proximity::Disjoint => Point3::new(0.5, 0.5, 1.0), + }; + + let parent_handle1 = physics.colliders.get(prox.collider1).unwrap().parent(); + let parent_handle2 = physics.colliders.get(prox.collider2).unwrap().parent(); + + if parent_handle1 != ground_handle && parent_handle1 != sensor_handle { + // FIXME: need a way to access graphics & window in a loop + // graphics.set_body_color(parent_handle1, color); } - }); + if parent_handle2 != ground_handle && parent_handle2 != sensor_handle { + // FIXME: need a way to access graphics & window in a loop + // graphics.set_body_color(parent_handle2, color); + } + } + }); /* * Set up the testbed. |
