tirbofish/dropbear · diff
wip: final change before going to sleep and dealing with this shit tomorrow.
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@@ -7,7 +7,7 @@ repository.workspace = true readme = "README.md" [lib] -crate-type = ["rlib", "dylib"] +crate-type = ["rlib", "cdylib"] [dependencies] dropbear-traits = { path = "../dropbear-traits" } @@ -108,14 +108,6 @@ impl ToJObject for AxisLock { } } -/// A serializable physics rigid-body component. -/// -/// Notes: -/// - This component should NOT store Rapier handles (`RigidBodyHandle`, `ColliderHandle`, ...). -/// Those are runtime-only and belong in a physics-world resource/system. -/// - The body's initial pose should typically come from your `EntityTransform`/`Transform`. -/// - Colliders/material (shape, friction, restitution, sensor, etc.) should usually be a separate -/// component (e.g. `Collider`). #[derive(Debug, Serialize, Deserialize, Clone)] pub struct RigidBody { /// The entity this component is attached to. @@ -604,7 +596,7 @@ pub mod shared { kotlin(class = "com.dropbear.physics.RigidBodyNative", func = "rigidBodyExistsForEntity"), c )] -fn rigid_body_exists_for_entity( +fn exists_for_entity( #[dropbear_macro::define(WorldPtr)] world: &hecs::World, #[dropbear_macro::define(PhysicsStatePtr)] @@ -1,8 +1,6 @@ -use crate::ptr::{SceneLoaderPtr, SceneLoaderUnwrapped}; -use crate::scripting::jni::utils::ToJObject; +use crate::ptr::{CommandBufferPtr, CommandBufferUnwrapped, SceneLoaderPtr, SceneLoaderUnwrapped}; use crate::scripting::result::DropbearNativeResult;
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