Rename rigid-body static to fixed
This commit is contained in:
committed by
Sébastien Crozet
parent
db6a8c526d
commit
a9e3441ecd
@@ -9,9 +9,9 @@ fn create_coupled_joints(
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origin: Point<f32>,
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use_articulations: bool,
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) {
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let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
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let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords));
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let body1 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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RigidBodyBuilder::dynamic()
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.translation(origin.coords)
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.linvel(vector![5.0, 5.0, 5.0]),
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);
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@@ -42,15 +42,14 @@ fn create_prismatic_joints(
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let rad = 0.4;
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let shift = 2.0;
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let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, origin.z]);
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let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, origin.z]);
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let mut curr_parent = bodies.insert(ground);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, curr_parent, bodies);
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for i in 0..num {
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let z = origin.z + (i + 1) as f32 * shift;
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let rigid_body =
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RigidBodyBuilder::new_dynamic().translation(vector![origin.x, origin.y, z]);
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![origin.x, origin.y, z]);
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let curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, curr_child, bodies);
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@@ -87,15 +86,14 @@ fn create_actuated_prismatic_joints(
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let rad = 0.4;
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let shift = 2.0;
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let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, origin.z]);
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let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, origin.z]);
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let mut curr_parent = bodies.insert(ground);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, curr_parent, bodies);
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for i in 0..num {
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let z = origin.z + (i + 1) as f32 * shift;
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let rigid_body =
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RigidBodyBuilder::new_dynamic().translation(vector![origin.x, origin.y, z]);
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![origin.x, origin.y, z]);
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let curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, curr_child, bodies);
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@@ -153,7 +151,7 @@ fn create_revolute_joints(
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let rad = 0.4;
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let shift = 2.0;
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let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, 0.0]);
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let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, 0.0]);
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let mut curr_parent = bodies.insert(ground);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, curr_parent, bodies);
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@@ -170,7 +168,7 @@ fn create_revolute_joints(
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let mut handles = [curr_parent; 4];
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for k in 0..4 {
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let rigid_body = RigidBodyBuilder::new_dynamic().position(positions[k]);
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let rigid_body = RigidBodyBuilder::dynamic().position(positions[k]);
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handles[k] = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, handles[k], bodies);
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@@ -210,14 +208,13 @@ fn create_revolute_joints_with_limits(
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origin: Point<f32>,
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use_articulations: bool,
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) {
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let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
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let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords));
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let platform1 = bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords));
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let platform1 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords));
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colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform1, bodies);
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let shift = vector![0.0, 0.0, 6.0];
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let platform2 =
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bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords + shift));
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let platform2 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords + shift));
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colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform2, bodies);
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let z = Vector::z_axis();
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@@ -256,9 +253,8 @@ fn create_revolute_joints_with_limits(
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}
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// Let’s add a couple of cuboids that will fall on the platforms, triggering the joint limits.
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let cuboid_body1 = bodies.insert(
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RigidBodyBuilder::new_dynamic().translation(origin.coords + vector![-2.0, 4.0, 0.0]),
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);
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let cuboid_body1 = bodies
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.insert(RigidBodyBuilder::dynamic().translation(origin.coords + vector![-2.0, 4.0, 0.0]));
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
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cuboid_body1,
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@@ -266,8 +262,7 @@ fn create_revolute_joints_with_limits(
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);
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let cuboid_body2 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(origin.coords + shift + vector![2.0, 16.0, 0.0]),
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RigidBodyBuilder::dynamic().translation(origin.coords + shift + vector![2.0, 16.0, 0.0]),
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);
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
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@@ -299,7 +294,7 @@ fn create_fixed_joints(
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// fixed bodies. Because physx will crash if we add
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// a joint between these.
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let status = if i == 0 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
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RigidBodyType::Static
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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@@ -358,7 +353,7 @@ fn create_spherical_joints(
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let fi = i as f32;
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let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
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RigidBodyType::Static
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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@@ -408,17 +403,16 @@ fn create_spherical_joints_with_limits(
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) {
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let shift = vector![0.0, 0.0, 3.0];
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let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
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let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords));
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let ball1 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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RigidBodyBuilder::dynamic()
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.translation(origin.coords + shift)
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.linvel(vector![20.0, 20.0, 0.0]),
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);
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colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball1, bodies);
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let ball2 =
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bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords + shift * 2.0));
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let ball2 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords + shift * 2.0));
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colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball2, bodies);
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let joint1 = SphericalJointBuilder::new()
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@@ -465,7 +459,7 @@ fn create_actuated_revolute_joints(
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// fixed bodies. Because physx will crash if we add
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// a joint between these.
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let status = if i == 0 {
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RigidBodyType::Static
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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@@ -533,7 +527,7 @@ fn create_actuated_spherical_joints(
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// fixed bodies. Because physx will crash if we add
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// a joint between these.
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let status = if i == 0 {
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RigidBodyType::Static
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RigidBodyType::Fixed
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} else {
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RigidBodyType::Dynamic
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};
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