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Fix shape modification not updating graphics in testbed #708
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if let Some(sns) = self.b2sn.remove(&body) { | ||
let mut new_sns = vec![]; | ||
for sn in sns.into_iter() { | ||
if let Some(sn_c) = sn.collider { | ||
if sn_c == collider { | ||
commands.entity(sn.entity).despawn(); | ||
} else { | ||
new_sns.push(sn); | ||
} | ||
} | ||
} | ||
self.b2sn.insert(body, new_sns); |
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if let Some(sns) = self.b2sn.remove(&body) { | |
let mut new_sns = vec![]; | |
for sn in sns.into_iter() { | |
if let Some(sn_c) = sn.collider { | |
if sn_c == collider { | |
commands.entity(sn.entity).despawn(); | |
} else { | |
new_sns.push(sn); | |
} | |
} | |
} | |
self.b2sn.insert(body, new_sns); | |
if let Some(mut sns) = self.b2sn.remove(&body) { | |
sns = sns | |
.into_iter() | |
.filter(|sn| { | |
let Some(sn_c) = sn.collider else { | |
return false; | |
}; | |
if sn_c == collider { | |
commands.entity(sn.entity).despawn(); | |
return false; | |
} else { | |
return true; | |
} | |
}) | |
.collect(); | |
self.b2sn.insert(body, sns); | |
} |
Small nitpick, I did that just to help me understand the change, not sure if which is better, don´t worry about it I'll merge one or the other after discussion with seb.
For the record, I think the best solution is to monitor changes over the shapes, and then modify the mesh handle: In practice, running these snippets of code:
rapier/src_testbed/objects/node.rs Lines 82 to 85 in eba44e7
But as we're in testbed, I think this solution is good enough :) |
I had thought that it might be good to factor these sorts of updates into the testbed loop, but wasn't sure how to track incremental computation of the state. Especially since I noticed you have a vector of flags already tracking collider updates in rapier/src/geometry/collider.rs Lines 445 to 449 in eba44e7
It seems like monitoring those changes from the testbed requires a new function like |
This PR is for a fix for the
GraphicsManager::remove_collider_nodes
function in the testbed. The problem was that the entity was despawned but not removed fromGraphicsManager::b2sn
, creating an invalid state. See this thread for the discussion.TestbedApp::add_callback
still requires a manual refresh withgfx.add_collider
if the user wants to see the 3D entity update correctly.debug_shape_modification3
before:debug_shape_modification3
after: