fix: avoid perpetual movement when the target ang motor position is overshot
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@@ -22,20 +22,52 @@ pub fn init_world(testbed: &mut Testbed) {
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colliders.insert_with_parent(collider, ground_handle, &mut bodies);
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/*
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* A rectangle on a motor
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* A rectangle on a motor with target position.
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*/
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for num in 0..9 {
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let x_pos = -6.0 + 1.5 * num as f32;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x_pos, 2.0]);
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let rigid_body = RigidBodyBuilder::dynamic()
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.translation(vector![x_pos, 2.0])
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.rotation(std::f32::consts::PI)
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.can_sleep(false);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.1, 0.5);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new()
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.local_anchor2(point![x_pos, 1.5])
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.local_anchor1(point![0.0, -0.5])
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.motor_position(std::f32::consts::PI / 4.0 * num as f32, 100.0, 15.0);
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impulse_joints.insert(handle, ground_handle, joint, true);
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.local_anchor1(point![x_pos, 1.5])
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.local_anchor2(point![0.0, -0.5])
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.motor_position(
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(std::f32::consts::PI - std::f32::consts::PI / 4.0 * num as f32),
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1000.0,
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150.0,
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);
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impulse_joints.insert(ground_handle, handle, joint, true);
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}
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/*
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* A rectangle on a motor with limits.
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*/
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for num in 2..3 {
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let x_pos = -6.0 + 1.5 * num as f32;
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let rigid_body = RigidBodyBuilder::dynamic()
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.translation(vector![x_pos, 5.0])
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.angvel(4.0)
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.can_sleep(false);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.1, 0.5);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new()
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.local_anchor1(point![x_pos, 5.0])
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.local_anchor2(point![0.0, -0.5])
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.motor_velocity(1.5, 30.0)
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.motor_max_force(100.0)
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.limits([
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-std::f32::consts::PI,
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std::f32::consts::PI / 4.0 * num as f32,
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]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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}
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/*
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