Some minor cleanup and joint constraint refactoring.
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@@ -57,6 +57,73 @@ fn create_prismatic_joints(
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}
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}
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fn create_actuated_prismatic_joints(
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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joints: &mut JointSet,
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origin: Point3<f32>,
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num: usize,
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) {
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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(origin.x, origin.y, origin.z)
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.build();
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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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colliders.insert(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(origin.x, origin.y, z)
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.build();
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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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colliders.insert(collider, curr_child, bodies);
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let axis = if i % 2 == 0 {
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Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
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} else {
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Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
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};
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let z = Vector3::z();
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let mut prism = PrismaticJoint::new(
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Point3::new(0.0, 0.0, 0.0),
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axis,
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z,
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Point3::new(0.0, 0.0, -shift),
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axis,
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z,
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);
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if i == 1 {
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prism.configure_motor_velocity(1.0, 1.0);
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prism.limits_enabled = true;
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prism.limits[1] = 5.0;
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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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prism.motor_max_impulse = 1.0;
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} else if i > 1 {
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prism.configure_motor_position(2.0, 0.2, 1.0);
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} else {
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prism.configure_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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prism.motor_max_impulse = 1.0;
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prism.limits_enabled = true;
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prism.limits[0] = -2.0;
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prism.limits[1] = 5.0;
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}
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joints.insert(bodies, curr_parent, curr_child, prism);
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curr_parent = curr_child;
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}
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}
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fn create_revolute_joints(
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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@@ -362,6 +429,13 @@ pub fn init_world(testbed: &mut Testbed) {
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Point3::new(20.0, 5.0, 0.0),
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4,
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);
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create_actuated_prismatic_joints(
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&mut bodies,
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&mut colliders,
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&mut joints,
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Point3::new(25.0, 5.0, 0.0),
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4,
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);
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create_revolute_joints(
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&mut bodies,
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&mut colliders,
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