Joint API and joint motors improvements
This commit is contained in:
committed by
Sébastien Crozet
parent
e740493b98
commit
fb20d72ee2
@@ -13,20 +13,17 @@ 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()
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.translation(vector![origin.x, origin.y, origin.z])
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.build();
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let ground = RigidBodyBuilder::new_static().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).build();
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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 = RigidBodyBuilder::new_dynamic()
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.translation(vector![origin.x, origin.y, z])
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.build();
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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 curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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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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let axis = if i % 2 == 0 {
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@@ -35,10 +32,10 @@ fn create_prismatic_joints(
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UnitVector::new_normalize(vector![-1.0f32, 1.0, 0.0])
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};
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let prism = PrismaticJoint::new(axis)
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let prism = PrismaticJointBuilder::new(axis)
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.local_anchor1(point![0.0, 0.0, 0.0])
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.local_anchor2(point![0.0, 0.0, -shift])
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.limit_axis([-2.0, 2.0]);
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.limits([-2.0, 2.0]);
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if use_articulations {
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multibody_joints.insert(curr_parent, curr_child, prism);
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@@ -61,20 +58,17 @@ 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()
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.translation(vector![origin.x, origin.y, origin.z])
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.build();
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let ground = RigidBodyBuilder::new_static().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).build();
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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 = RigidBodyBuilder::new_dynamic()
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.translation(vector![origin.x, origin.y, z])
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.build();
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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 curr_child = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
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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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let axis = if i % 2 == 0 {
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@@ -83,26 +77,29 @@ fn create_actuated_prismatic_joints(
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UnitVector::new_normalize(vector![-1.0, 1.0, 0.0])
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};
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let mut prism = PrismaticJoint::new(axis)
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.local_anchor1(point![0.0, 0.0, 0.0])
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.local_anchor2(point![0.0, 0.0, -shift]);
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let mut prism = PrismaticJointBuilder::new(axis)
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.local_anchor1(point![0.0, 0.0, shift])
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.local_anchor2(point![0.0, 0.0, 0.0])
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.build();
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if i == 1 {
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prism = prism
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.limit_axis([-Real::MAX, 5.0])
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.motor_velocity(1.0, 1.0)
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if i == 0 {
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prism
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.set_motor_velocity(2.0, 1.0e5)
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// We set a max impulse so that the motor doesn't fight
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// the limits with large forces.
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.motor_max_impulse(1.0);
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.set_limits([-2.0, 5.0])
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.set_motor_max_force(100.0);
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} else if i == 1 {
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prism
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.set_limits([-Real::MAX, 5.0])
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.set_motor_velocity(6.0, 1.0e3)
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// We set a max impulse so that the motor doesn't fight
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// the limits with large forces.
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.set_motor_max_force(100.0);
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} else if i > 1 {
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prism = prism.motor_position(2.0, 0.01, 1.0);
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} else {
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prism = prism
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.motor_velocity(1.0, 1.0)
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// We set a max impulse so that the motor doesn't fight
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// the limits with large forces.
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.motor_max_impulse(0.7)
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.limit_axis([-2.0, 5.0]);
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prism
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.set_motor_position(2.0, 1.0e3, 1.0e2)
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.set_motor_max_force(60.0);
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}
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if use_articulations {
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@@ -127,11 +124,9 @@ 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()
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.translation(vector![origin.x, origin.y, 0.0])
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.build();
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let ground = RigidBodyBuilder::new_static().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).build();
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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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@@ -146,11 +141,9 @@ 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()
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.position(positions[k])
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.build();
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let rigid_body = RigidBodyBuilder::new_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).build();
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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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}
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@@ -158,10 +151,10 @@ fn create_revolute_joints(
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let x = Vector::x_axis();
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let z = Vector::z_axis();
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let revs = [
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RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJoint::new(x).local_anchor2(point![-shift, 0.0, 0.0]),
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RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJoint::new(x).local_anchor2(point![shift, 0.0, 0.0]),
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RevoluteJointBuilder::new(z).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJointBuilder::new(x).local_anchor2(point![-shift, 0.0, 0.0]),
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RevoluteJointBuilder::new(z).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJointBuilder::new(x).local_anchor2(point![shift, 0.0, 0.0]),
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];
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if use_articulations {
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@@ -188,37 +181,18 @@ 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(
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RigidBodyBuilder::new_static()
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.translation(origin.coords)
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.build(),
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);
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let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
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let platform1 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(origin.coords)
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.build(),
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);
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
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platform1,
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bodies,
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);
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let platform1 = bodies.insert(RigidBodyBuilder::new_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 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(origin.coords + shift)
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.build(),
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);
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
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platform2,
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bodies,
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);
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let platform2 =
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bodies.insert(RigidBodyBuilder::new_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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let joint1 = RevoluteJoint::new(z).limit_axis([-0.2, 0.2]);
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let joint1 = RevoluteJointBuilder::new(z).limits([-0.2, 0.2]);
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if use_articulations {
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multibody_joints.insert(ground, platform1, joint1);
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@@ -226,9 +200,9 @@ fn create_revolute_joints_with_limits(
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impulse_joints.insert(ground, platform1, joint1);
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}
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let joint2 = RevoluteJoint::new(z)
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let joint2 = RevoluteJointBuilder::new(z)
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.local_anchor2(-Point::from(shift))
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.limit_axis([-0.2, 0.2]);
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.limits([-0.2, 0.2]);
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if use_articulations {
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multibody_joints.insert(platform1, platform2, joint2);
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@@ -238,23 +212,20 @@ fn create_revolute_joints_with_limits(
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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()
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.translation(origin.coords + vector![-2.0, 4.0, 0.0])
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.build(),
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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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colliders.insert_with_parent(
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ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0).build(),
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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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bodies,
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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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.build(),
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.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).build(),
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ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
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cuboid_body2,
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bodies,
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);
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@@ -288,22 +259,20 @@ fn create_fixed_joints(
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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.translation(vector![
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origin.x + fk * shift,
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origin.y,
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origin.z + fi * shift
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])
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.build();
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let rigid_body = RigidBodyBuilder::new(status).translation(vector![
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origin.x + fk * shift,
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origin.y,
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origin.z + fi * shift
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]);
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::ball(rad).build();
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let collider = ColliderBuilder::ball(rad);
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colliders.insert_with_parent(collider, child_handle, bodies);
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// Vertical joint.
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if i > 0 {
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let parent_index = body_handles.len() - num;
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let parent_handle = body_handles[parent_index];
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let joint = FixedJoint::new().local_anchor2(point![0.0, 0.0, -shift]);
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let joint = FixedJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift]);
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if use_articulations {
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multibody_joints.insert(parent_handle, child_handle, joint);
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@@ -316,7 +285,7 @@ fn create_fixed_joints(
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if k > 0 {
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let parent_index = body_handles.len() - 1;
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let parent_handle = body_handles[parent_index];
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let joint = FixedJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
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let joint = FixedJointBuilder::new().local_anchor2(point![-shift, 0.0, 0.0]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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@@ -349,17 +318,20 @@ fn create_spherical_joints(
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RigidBodyType::Dynamic
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};
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let rigid_body = RigidBodyBuilder::new(status)
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.translation(vector![fk * shift, 0.0, fi * shift * 2.0])
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.build();
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let rigid_body = RigidBodyBuilder::new(status).translation(vector![
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fk * shift,
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0.0,
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fi * shift * 2.0
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]);
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_z(rad * 1.25, rad).build();
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let collider = ColliderBuilder::capsule_z(rad * 1.25, rad);
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colliders.insert_with_parent(collider, child_handle, bodies);
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// Vertical joint.
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if i > 0 {
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let parent_handle = *body_handles.last().unwrap();
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let joint = SphericalJoint::new().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
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let joint =
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SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
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if use_articulations {
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multibody_joints.insert(parent_handle, child_handle, joint);
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@@ -372,7 +344,7 @@ fn create_spherical_joints(
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if k > 0 {
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let parent_index = body_handles.len() - num;
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let parent_handle = body_handles[parent_index];
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let joint = SphericalJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
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let joint = SphericalJointBuilder::new().local_anchor2(point![-shift, 0.0, 0.0]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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@@ -391,44 +363,28 @@ 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(
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RigidBodyBuilder::new_static()
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.translation(origin.coords)
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.build(),
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);
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let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
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let ball1 = bodies.insert(
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RigidBodyBuilder::new_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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.build(),
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);
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
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ball1,
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bodies,
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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 = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(origin.coords + shift * 2.0)
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.build(),
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);
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colliders.insert_with_parent(
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ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
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ball2,
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bodies,
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);
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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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colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball2, bodies);
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let joint1 = SphericalJoint::new()
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let joint1 = SphericalJointBuilder::new()
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.local_anchor2(Point::from(-shift))
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.limit_axis(JointAxis::X, [-0.2, 0.2])
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.limit_axis(JointAxis::Y, [-0.2, 0.2]);
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.limits(JointAxis::X, [-0.2, 0.2])
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.limits(JointAxis::Y, [-0.2, 0.2]);
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let joint2 = SphericalJoint::new()
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let joint2 = SphericalJointBuilder::new()
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.local_anchor2(Point::from(-shift))
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.limit_axis(JointAxis::X, [-0.3, 0.3])
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.limit_axis(JointAxis::Y, [-0.3, 0.3]);
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.limits(JointAxis::X, [-0.3, 0.3])
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.limits(JointAxis::Y, [-0.3, 0.3]);
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if use_articulations {
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multibody_joints.insert(ground, ball1, joint1);
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@@ -453,7 +409,7 @@ fn create_actuated_revolute_joints(
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// We will reuse this base configuration for all the impulse_joints here.
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let z = Vector::z_axis();
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let joint_template = RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]);
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let joint_template = RevoluteJointBuilder::new(z).local_anchor2(point![0.0, 0.0, -shift]);
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let mut parent_handle = RigidBodyHandle::invalid();
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@@ -474,27 +430,27 @@ fn create_actuated_revolute_joints(
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let rigid_body = RigidBodyBuilder::new(status)
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.translation(vector![origin.x, origin.y + shifty, origin.z + fi * shift])
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// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
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.build();
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;
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let child_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad * 2.0, rad * 6.0 / (fi + 1.0), rad).build();
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let collider = ColliderBuilder::cuboid(rad * 2.0, rad * 6.0 / (fi + 1.0), rad);
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colliders.insert_with_parent(collider, child_handle, bodies);
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if i > 0 {
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let mut joint = joint_template.clone();
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let mut joint = joint_template.motor_model(MotorModel::AccelerationBased);
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if i % 3 == 1 {
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joint = joint.motor_velocity(-20.0, 0.1);
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joint = joint.motor_velocity(-20.0, 100.0);
|
||||
} else if i == num - 1 {
|
||||
let stiffness = 0.2;
|
||||
let damping = 1.0;
|
||||
let stiffness = 200.0;
|
||||
let damping = 100.0;
|
||||
joint = joint.motor_position(3.14 / 2.0, stiffness, damping);
|
||||
}
|
||||
|
||||
if i == 1 {
|
||||
joint = joint
|
||||
.local_anchor2(point![0.0, 2.0, -shift])
|
||||
.motor_velocity(-2.0, 0.1);
|
||||
.motor_velocity(-2.0, 100.0);
|
||||
}
|
||||
|
||||
if use_articulations {
|
||||
@@ -521,7 +477,7 @@ fn create_actuated_spherical_joints(
|
||||
let shift = 2.0;
|
||||
|
||||
// We will reuse this base configuration for all the impulse_joints here.
|
||||
let joint_template = SphericalJoint::new().local_anchor1(point![0.0, 0.0, shift]);
|
||||
let joint_template = SphericalJointBuilder::new().local_anchor1(point![0.0, 0.0, shift]);
|
||||
|
||||
let mut parent_handle = RigidBodyHandle::invalid();
|
||||
|
||||
@@ -540,10 +496,10 @@ fn create_actuated_spherical_joints(
|
||||
let rigid_body = RigidBodyBuilder::new(status)
|
||||
.translation(vector![origin.x, origin.y, origin.z + fi * shift])
|
||||
// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
|
||||
.build();
|
||||
;
|
||||
|
||||
let child_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad).build();
|
||||
let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad);
|
||||
colliders.insert_with_parent(collider, child_handle, bodies);
|
||||
|
||||
if i > 0 {
|
||||
|
||||
Reference in New Issue
Block a user