From 391bcf372ab19d4ae3eceb056eb605062bf71122 Mon Sep 17 00:00:00 2001 From: Crozet Sébastien Date: Thu, 26 Nov 2020 11:41:43 +0100 Subject: Fix collider insertion/removal tracking. --- examples3d/debug_add_remove_collider3.rs | 63 +++----------------------------- 1 file changed, 6 insertions(+), 57 deletions(-) (limited to 'examples3d/debug_add_remove_collider3.rs') diff --git a/examples3d/debug_add_remove_collider3.rs b/examples3d/debug_add_remove_collider3.rs index 9e13fb5..c8d72fc 100644 --- a/examples3d/debug_add_remove_collider3.rs +++ b/examples3d/debug_add_remove_collider3.rs @@ -13,17 +13,14 @@ pub fn init_world(testbed: &mut Testbed) { /* * Ground. */ - let ground_size = 20.0; + let ground_size = 3.0; let ground_height = 0.1; let rigid_body = RigidBodyBuilder::new_static() .translation(0.0, -ground_height, 0.0) .build(); let ground_handle = bodies.insert(rigid_body); - let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4) - .friction(0.15) - // .restitution(0.5) - .build(); + let collider = ColliderBuilder::cuboid(ground_size, ground_height, 0.4).build(); let mut ground_collider_handle = colliders.insert(collider, ground_handle, &mut bodies); /* @@ -32,65 +29,17 @@ pub fn init_world(testbed: &mut Testbed) { let ball_rad = 0.1; let rb = RigidBodyBuilder::new_dynamic() .translation(0.0, 0.2, 0.0) - .linvel(10.0, 0.0, 0.0) .build(); let ball_handle = bodies.insert(rb); let collider = ColliderBuilder::ball(ball_rad).density(100.0).build(); colliders.insert(collider, ball_handle, &mut bodies); - let mut linvel = Vector3::zeros(); - let mut angvel = Vector3::zeros(); - let mut pos = Isometry3::identity(); - let mut step = 0; - let mut extra_balls = Vec::new(); - let snapped_frame = 51; - testbed.add_callback(move |window, physics, _, graphics, _| { - step += 1; - - // Add a bigger ball collider - let collider = ColliderBuilder::ball(ball_rad + 0.01 * (step as f32)) - .density(100.0) - .build(); - let new_ball_collider_handle = - physics - .colliders - .insert(collider, ball_handle, &mut physics.bodies); - graphics.add_collider(window, new_ball_collider_handle, &physics.colliders); - extra_balls.push(new_ball_collider_handle); - - // Snap the ball velocity or restore it. - let mut ball = physics.bodies.get_mut(ball_handle).unwrap(); - - if step == snapped_frame { - linvel = *ball.linvel(); - angvel = *ball.angvel(); - pos = *ball.position(); - } - - if step == 100 { - ball.set_linvel(linvel, true); - ball.set_angvel(angvel, true); - ball.set_position(pos, true); - step = snapped_frame; - - for ball in &extra_balls { - physics.colliders.remove(*ball, &mut physics.bodies, true); - } - - extra_balls.clear(); - } - // Remove then re-add the ground collider. - // let ground = physics.bodies.get_mut(ground_handle).unwrap(); - // ground.set_position(Isometry3::translation(0.0, step as f32 * 0.001, 0.0), false); - // let coll = physics - // .colliders - // .remove(ground_collider_handle, &mut physics.bodies, true) - // .unwrap(); - let coll = ColliderBuilder::cuboid(ground_size, ground_height + step as f32 * 0.01, 0.4) - .friction(0.15) - .build(); + let coll = physics + .colliders + .remove(ground_collider_handle, &mut physics.bodies, true) + .unwrap(); ground_collider_handle = physics .colliders .insert(coll, ground_handle, &mut physics.bodies); -- cgit