chore: rework vertical stacks demo
This commit is contained in:
committed by
Sébastien Crozet
parent
2f1ce1887f
commit
de5e871cd1
@@ -58,7 +58,7 @@ pub fn main() {
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("Convex polygons", convex_polygons2::init_world),
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("Convex polygons", convex_polygons2::init_world),
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("Heightfield", heightfield2::init_world),
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("Heightfield", heightfield2::init_world),
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("Pyramid", pyramid2::init_world),
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("Pyramid", pyramid2::init_world),
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("Verticals tacks", vertical_stacks2::init_world),
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("Verticals stacks", vertical_stacks2::init_world),
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("(Stress test) joint ball", joint_ball2::init_world),
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("(Stress test) joint ball", joint_ball2::init_world),
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("(Stress test) joint fixed", joint_fixed2::init_world),
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("(Stress test) joint fixed", joint_fixed2::init_world),
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(
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(
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@@ -10,10 +10,14 @@ pub fn init_world(testbed: &mut Testbed) {
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let impulse_joints = ImpulseJointSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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let num = 40;
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let rad = 50.0 / 2.0; // 0.5;
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/*
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/*
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* Ground
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* Ground
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*/
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*/
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let ground_size = 100.0;
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let ground_size = num as f32 * rad * 10.0;
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let ground_thickness = 1.0;
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let ground_thickness = 1.0;
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let rigid_body = RigidBodyBuilder::fixed();
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let rigid_body = RigidBodyBuilder::fixed();
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@@ -24,24 +28,29 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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/*
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* Create the cubes
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* Create the cubes
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*/
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*/
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let num = 30;
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let rad = 0.5;
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let shift = rad * 2.0;
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let shiftx_centerx = [
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let centery = shift / 2.0 + ground_thickness;
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(rad * 2.0, -(num as f32) * rad * 2.0 * 1.5),
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(rad * 2.0 + rad, num as f32 * rad * 2.0 * 1.5),
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];
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for i in 0..num {
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for (shiftx, centerx) in shiftx_centerx {
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for j in 0usize..1 + i * 2 {
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let shifty = rad * 2.0;
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let fj = j as f32;
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let centery = shifty / 2.0 + ground_thickness;
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let fi = i as f32;
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let x = (fj - fi) * shift; // (shift + rad / 2.0);
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let y = (num as f32 - fi - 1.0) * shift + centery;
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// Build the rigid body.
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for i in 0..num {
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
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for j in 0usize..1 + i * 2 {
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let handle = bodies.insert(rigid_body);
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let fj = j as f32;
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let collider = ColliderBuilder::cuboid(rad, rad);
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let fi = i as f32;
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let x = (fj - fi) * shiftx + centerx;
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let y = (num as f32 - fi - 1.0) * shifty + centery;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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}
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}
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@@ -1,6 +1,8 @@
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use crate::math::Real;
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use crate::math::Real;
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use std::num::NonZeroUsize;
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use std::num::NonZeroUsize;
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// TODO: enabling the block solver in 3d introduces a lot of jitters in
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// the 3D domino demo. So for now we dont enable it in 3D.
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pub(crate) static BLOCK_SOLVER_ENABLED: bool = cfg!(feature = "dim2");
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pub(crate) static BLOCK_SOLVER_ENABLED: bool = cfg!(feature = "dim2");
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pub(crate) static DISABLE_FRICTION_LIMIT_REAPPLY: bool = false;
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pub(crate) static DISABLE_FRICTION_LIMIT_REAPPLY: bool = false;
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