Implement multibody joints and the new solver
This commit is contained in:
@@ -1,9 +1,7 @@
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#![allow(dead_code)]
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use na::{
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Isometry3, Matrix3, Matrix4, Point3, Quaternion, Rotation3, Translation3, Unit, UnitQuaternion,
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Vector3,
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};
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use na::{Isometry3, Matrix4, Point3, Quaternion, Translation3, Unit, UnitQuaternion, Vector3};
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use physx::articulation_joint_base::JointMap;
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use physx::cooking::{
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ConvexMeshCookingResult, PxConvexMeshDesc, PxCooking, PxCookingParams, PxHeightFieldDesc,
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PxTriangleMeshDesc, TriangleMeshCookingResult,
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@@ -13,15 +11,16 @@ use physx::prelude::*;
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use physx::scene::FrictionType;
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use physx::traits::Class;
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use physx_sys::{
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FilterShaderCallbackInfo, PxBitAndByte, PxConvexFlags, PxConvexMeshGeometryFlags,
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PxHeightFieldSample, PxMeshGeometryFlags, PxMeshScale_new, PxRigidActor,
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FilterShaderCallbackInfo, PxArticulationLink_getInboundJoint, PxBitAndByte, PxConvexFlags,
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PxConvexMeshGeometryFlags, PxHeightFieldSample, PxMeshGeometryFlags, PxMeshScale_new,
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PxRigidActor,
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};
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use rapier::counters::Counters;
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use rapier::dynamics::{
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IntegrationParameters, JointParams, JointSet, RigidBodyHandle, RigidBodySet,
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ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyHandle, RigidBodySet,
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};
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use rapier::geometry::{Collider, ColliderSet};
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use rapier::utils::WBasis;
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use rapier::prelude::JointAxesMask;
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use std::collections::HashMap;
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trait IntoNa {
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@@ -145,7 +144,8 @@ impl PhysxWorld {
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integration_parameters: &IntegrationParameters,
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bodies: &RigidBodySet,
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colliders: &ColliderSet,
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joints: &JointSet,
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impulse_joints: &ImpulseJointSet,
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multibody_joints: &MultibodyJointSet,
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use_two_friction_directions: bool,
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num_threads: usize,
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) -> Self {
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@@ -181,6 +181,7 @@ impl PhysxWorld {
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let mut scene: Owner<PxScene> = physics.create(scene_desc).unwrap();
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let mut rapier2dynamic = HashMap::new();
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let mut rapier2static = HashMap::new();
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let mut rapier2link = HashMap::new();
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let cooking_params =
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PxCookingParams::new(&*physics).expect("Failed to init PhysX cooking.");
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let mut cooking = PxCooking::new(physics.foundation_mut(), &cooking_params)
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@@ -192,6 +193,10 @@ impl PhysxWorld {
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*
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*/
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for (rapier_handle, rb) in bodies.iter() {
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if multibody_joints.rigid_body_link(rapier_handle).is_some() {
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continue;
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};
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let pos = rb.position().into_physx();
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if rb.is_dynamic() {
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let mut actor = physics.create_dynamic(&pos, rapier_handle).unwrap();
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@@ -200,8 +205,10 @@ impl PhysxWorld {
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actor.set_linear_velocity(&linvel, true);
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actor.set_angular_velocity(&angvel, true);
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actor.set_solver_iteration_counts(
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integration_parameters.max_position_iterations as u32,
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integration_parameters.max_velocity_iterations as u32,
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// Use our number of velocity iterations as their number of position iterations.
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integration_parameters.max_velocity_iterations.max(1) as u32,
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// Use our number of velocity stabilization iterations as their number of velocity iterations.
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integration_parameters.max_stabilization_iterations.max(1) as u32,
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);
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rapier2dynamic.insert(rapier_handle, actor);
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@@ -211,6 +218,79 @@ impl PhysxWorld {
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}
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}
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/*
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* Articulations.
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*/
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for multibody in multibody_joints.multibodies() {
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let mut articulation: Owner<PxArticulationReducedCoordinate> =
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physics.create_articulation_reduced_coordinate(()).unwrap();
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let mut parent = None;
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for link in multibody.links() {
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let is_root = parent.is_none();
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let rb_handle = link.rigid_body_handle();
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let rb = bodies.get(rb_handle).unwrap();
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if is_root && rb.is_static() {
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articulation.set_articulation_flag(ArticulationFlag::FixBase, true);
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}
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let link_pose = rb.position().into_physx();
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let px_link = articulation
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.create_link(parent.take(), &link_pose, rb_handle)
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.unwrap();
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// TODO: there is no get_inbound_joint_mut?
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if let Some(px_inbound_joint) = unsafe {
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(PxArticulationLink_getInboundJoint(px_link.as_ptr())
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as *mut physx_sys::PxArticulationJointBase
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as *mut JointMap)
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.as_mut()
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} {
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let frame1 = link.joint().data.local_frame1.into_physx();
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let frame2 = link.joint().data.local_frame2.into_physx();
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px_inbound_joint.set_parent_pose(&frame1);
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px_inbound_joint.set_child_pose(&frame2);
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/*
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let px_joint = px_inbound_joint
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.as_articulation_joint_reduced_coordinate()
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.unwrap();
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if let Some(_) = link
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.articulation()
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.downcast_ref::<SphericalMultibodyJoint>()
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{
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px_joint.set_joint_type(ArticulationJointType::Spherical);
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px_joint.set_motion(ArticulationAxis::Swing1, ArticulationMotion::Free);
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px_joint.set_motion(ArticulationAxis::Swing2, ArticulationMotion::Free);
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px_joint.set_motion(ArticulationAxis::Twist, ArticulationMotion::Free);
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} else if let Some(_) =
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link.articulation().downcast_ref::<RevoluteMultibodyJoint>()
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{
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px_joint.set_joint_type(ArticulationJointType::Revolute);
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px_joint.set_motion(ArticulationAxis::Swing1, ArticulationMotion::Free);
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px_joint.set_motion(ArticulationAxis::Swing2, ArticulationMotion::Free);
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px_joint.set_motion(ArticulationAxis::Twist, ArticulationMotion::Free);
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}
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*/
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}
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// FIXME: we are using transmute here in order to erase the lifetime of
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// the &mut ref behind px_link (which is tied to the lifetime of the
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// multibody_joint). This looks necessary because we need
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// that mutable ref to create the next link. Yet, the link creation
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// methods also requires a mutable ref to the multibody_joint.
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rapier2link.insert(rb_handle, px_link as *mut PxArticulationLink);
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parent = Some(unsafe { std::mem::transmute(px_link as *mut _) });
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}
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scene.add_articulation(articulation);
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}
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/*
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*
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* Colliders
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@@ -223,7 +303,15 @@ impl PhysxWorld {
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if let Some(parent_handle) = collider.parent() {
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let parent_body = &bodies[parent_handle];
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if !parent_body.is_dynamic() {
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if let Some(link) = rapier2link.get_mut(&parent_handle) {
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unsafe {
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physx_sys::PxRigidActor_attachShape_mut(
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*link as *mut PxRigidActor,
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px_shape.as_mut_ptr(),
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);
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}
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} else if !parent_body.is_dynamic() {
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println!("Ground collider");
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let actor = rapier2static.get_mut(&parent_handle).unwrap();
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actor.attach_shape(&mut px_shape);
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} else {
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@@ -246,8 +334,8 @@ impl PhysxWorld {
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}
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// Update mass properties and CCD flags.
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for (rapier_handle, actor) in rapier2dynamic.iter_mut() {
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let rb = &bodies[*rapier_handle];
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for (rapier_handle, _rb) in bodies.iter() {
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let rb = &bodies[rapier_handle];
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let densities: Vec<_> = rb
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.colliders()
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.iter()
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@@ -255,8 +343,16 @@ impl PhysxWorld {
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.collect();
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unsafe {
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let actor = if let Some(actor) = rapier2dynamic.get_mut(&rapier_handle) {
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std::mem::transmute(actor.as_mut())
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} else if let Some(actor) = rapier2link.get_mut(&rapier_handle) {
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*actor as *mut _
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} else {
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continue;
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};
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physx_sys::PxRigidBodyExt_updateMassAndInertia_mut(
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std::mem::transmute(actor.as_mut()),
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actor,
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densities.as_ptr(),
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densities.len() as u32,
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std::ptr::null(),
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@@ -265,19 +361,10 @@ impl PhysxWorld {
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if rb.is_ccd_enabled() {
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physx_sys::PxRigidBody_setRigidBodyFlag_mut(
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std::mem::transmute(actor.as_mut()),
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actor,
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RigidBodyFlag::EnableCCD as u32,
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true,
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);
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// physx_sys::PxRigidBody_setMinCCDAdvanceCoefficient_mut(
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// std::mem::transmute(actor.as_mut()),
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// 0.0,
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// );
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// physx_sys::PxRigidBody_setRigidBodyFlag_mut(
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// std::mem::transmute(actor.as_mut()),
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// RigidBodyFlag::EnableCCDFriction as u32,
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// true,
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// );
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}
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}
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}
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@@ -289,9 +376,10 @@ impl PhysxWorld {
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*/
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Self::setup_joints(
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&mut physics,
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joints,
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impulse_joints,
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&mut rapier2static,
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&mut rapier2dynamic,
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&mut rapier2link,
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);
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for (_, actor) in rapier2static {
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@@ -312,18 +400,22 @@ impl PhysxWorld {
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fn setup_joints(
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physics: &mut PxPhysicsFoundation,
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joints: &JointSet,
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impulse_joints: &ImpulseJointSet,
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rapier2static: &mut HashMap<RigidBodyHandle, Owner<PxRigidStatic>>,
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rapier2dynamic: &mut HashMap<RigidBodyHandle, Owner<PxRigidDynamic>>,
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rapier2link: &mut HashMap<RigidBodyHandle, *mut PxArticulationLink>,
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) {
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unsafe {
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for joint in joints.iter() {
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for joint in impulse_joints.iter() {
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let actor1 = rapier2static
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.get_mut(&joint.1.body1)
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.map(|act| &mut **act as *mut PxRigidStatic as *mut PxRigidActor)
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.or(rapier2dynamic
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.get_mut(&joint.1.body1)
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.map(|act| &mut **act as *mut PxRigidDynamic as *mut PxRigidActor))
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.or(rapier2link
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.get_mut(&joint.1.body1)
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.map(|lnk| *lnk as *mut PxRigidActor))
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.unwrap();
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let actor2 = rapier2static
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.get_mut(&joint.1.body2)
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@@ -331,150 +423,83 @@ impl PhysxWorld {
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.or(rapier2dynamic
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.get_mut(&joint.1.body2)
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.map(|act| &mut **act as *mut PxRigidDynamic as *mut PxRigidActor))
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.or(rapier2link
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.get_mut(&joint.1.body2)
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.map(|lnk| *lnk as *mut PxRigidActor))
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.unwrap();
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match &joint.1.params {
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JointParams::BallJoint(params) => {
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let frame1 = Isometry3::new(params.local_anchor1.coords, na::zero())
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.into_physx()
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.into();
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let frame2 = Isometry3::new(params.local_anchor2.coords, na::zero())
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.into_physx()
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.into();
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let px_frame1 = joint.1.data.local_frame1.into_physx();
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let px_frame2 = joint.1.data.local_frame2.into_physx();
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physx_sys::phys_PxSphericalJointCreate(
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physics.as_mut_ptr(),
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actor1,
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&frame1 as *const _,
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actor2,
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&frame2 as *const _,
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);
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}
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JointParams::RevoluteJoint(params) => {
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// NOTE: orthonormal_basis() returns the two basis vectors.
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// However we only use one and recompute the other just to
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// make sure our basis is right-handed.
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let basis1a = params.local_axis1.orthonormal_basis()[0];
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let basis2a = params.local_axis2.orthonormal_basis()[0];
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let basis1b = params.local_axis1.cross(&basis1a);
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let basis2b = params.local_axis2.cross(&basis2a);
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let px_joint = physx_sys::phys_PxD6JointCreate(
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physics.as_mut_ptr(),
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actor1,
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px_frame1.as_ptr(),
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actor2,
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px_frame2.as_ptr(),
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);
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let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis1.into_inner(),
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basis1a,
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basis1b,
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]));
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let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis2.into_inner(),
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basis2a,
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basis2b,
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]));
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let axisangle1 = rotmat1.scaled_axis();
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let axisangle2 = rotmat2.scaled_axis();
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let motion_x = if joint.1.data.limit_axes.contains(JointAxesMask::X) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::X) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let motion_y = if joint.1.data.limit_axes.contains(JointAxesMask::Y) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::Y) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let motion_z = if joint.1.data.limit_axes.contains(JointAxesMask::Z) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::Z) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let motion_ax = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_X) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_X) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let motion_ay = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_Y) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_Y) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let motion_az = if joint.1.data.limit_axes.contains(JointAxesMask::ANG_Z) {
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physx_sys::PxD6Motion::eLIMITED
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} else if !joint.1.data.locked_axes.contains(JointAxesMask::ANG_Z) {
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physx_sys::PxD6Motion::eFREE
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} else {
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physx_sys::PxD6Motion::eLOCKED
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};
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let frame1 = Isometry3::new(params.local_anchor1.coords, axisangle1)
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.into_physx()
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.into();
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let frame2 = Isometry3::new(params.local_anchor2.coords, axisangle2)
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.into_physx()
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.into();
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let revolute_joint = physx_sys::phys_PxRevoluteJointCreate(
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physics.as_mut_ptr(),
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actor1,
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&frame1 as *const _,
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actor2,
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&frame2 as *const _,
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);
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physx_sys::PxRevoluteJoint_setDriveVelocity_mut(
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revolute_joint,
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params.motor_target_vel,
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true,
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);
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if params.motor_damping != 0.0 {
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physx_sys::PxRevoluteJoint_setRevoluteJointFlag_mut(
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revolute_joint,
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physx_sys::PxRevoluteJointFlag::eDRIVE_ENABLED,
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true,
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);
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}
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}
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JointParams::PrismaticJoint(params) => {
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// NOTE: orthonormal_basis() returns the two basis vectors.
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// However we only use one and recompute the other just to
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// make sure our basis is right-handed.
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let basis1a = params.local_axis1().orthonormal_basis()[0];
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let basis2a = params.local_axis2().orthonormal_basis()[0];
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let basis1b = params.local_axis1().cross(&basis1a);
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let basis2b = params.local_axis2().cross(&basis2a);
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let rotmat1 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis1().into_inner(),
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basis1a,
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basis1b,
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]));
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let rotmat2 = Rotation3::from_matrix_unchecked(Matrix3::from_columns(&[
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params.local_axis2().into_inner(),
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basis2a,
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basis2b,
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]));
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let axisangle1 = rotmat1.scaled_axis();
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let axisangle2 = rotmat2.scaled_axis();
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let frame1 = Isometry3::new(params.local_anchor1.coords, axisangle1)
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.into_physx()
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.into();
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let frame2 = Isometry3::new(params.local_anchor2.coords, axisangle2)
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.into_physx()
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.into();
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let joint = physx_sys::phys_PxPrismaticJointCreate(
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physics.as_mut_ptr(),
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actor1,
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&frame1 as *const _,
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actor2,
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&frame2 as *const _,
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);
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if params.limits_enabled {
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let limits = physx_sys::PxJointLinearLimitPair {
|
||||
restitution: 0.0,
|
||||
bounceThreshold: 0.0,
|
||||
stiffness: 0.0,
|
||||
damping: 0.0,
|
||||
contactDistance: 0.01,
|
||||
lower: params.limits[0],
|
||||
upper: params.limits[1],
|
||||
};
|
||||
physx_sys::PxPrismaticJoint_setLimit_mut(joint, &limits);
|
||||
physx_sys::PxPrismaticJoint_setPrismaticJointFlag_mut(
|
||||
joint,
|
||||
physx_sys::PxPrismaticJointFlag::eLIMIT_ENABLED,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
JointParams::FixedJoint(params) => {
|
||||
let frame1 = params.local_frame1.into_physx().into();
|
||||
let frame2 = params.local_frame2.into_physx().into();
|
||||
|
||||
physx_sys::phys_PxFixedJointCreate(
|
||||
physics.as_mut_ptr(),
|
||||
actor1,
|
||||
&frame1 as *const _,
|
||||
actor2,
|
||||
&frame2 as *const _,
|
||||
);
|
||||
} // JointParams::GenericJoint(_) => {
|
||||
// eprintln!(
|
||||
// "Joint type currently unsupported by the PhysX backend: GenericJoint."
|
||||
// )
|
||||
// }
|
||||
}
|
||||
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eX, motion_x);
|
||||
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eY, motion_y);
|
||||
physx_sys::PxD6Joint_setMotion_mut(px_joint, physx_sys::PxD6Axis::eZ, motion_z);
|
||||
physx_sys::PxD6Joint_setMotion_mut(
|
||||
px_joint,
|
||||
physx_sys::PxD6Axis::eTWIST,
|
||||
motion_ax,
|
||||
);
|
||||
physx_sys::PxD6Joint_setMotion_mut(
|
||||
px_joint,
|
||||
physx_sys::PxD6Axis::eSWING1,
|
||||
motion_ay,
|
||||
);
|
||||
physx_sys::PxD6Joint_setMotion_mut(
|
||||
px_joint,
|
||||
physx_sys::PxD6Axis::eSWING2,
|
||||
motion_az,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -497,9 +522,7 @@ impl PhysxWorld {
|
||||
}
|
||||
|
||||
pub fn sync(&mut self, bodies: &mut RigidBodySet, colliders: &mut ColliderSet) {
|
||||
for actor in self.scene.as_mut().unwrap().get_dynamic_actors() {
|
||||
let handle = actor.get_user_data();
|
||||
let pos = actor.get_global_pose().into_na();
|
||||
let mut sync_pos = |handle: &RigidBodyHandle, pos: Isometry3<f32>| {
|
||||
let rb = &mut bodies[*handle];
|
||||
rb.set_position(pos, false);
|
||||
|
||||
@@ -509,6 +532,22 @@ impl PhysxWorld {
|
||||
pos * collider.position_wrt_parent().copied().unwrap_or(na::one()),
|
||||
);
|
||||
}
|
||||
};
|
||||
|
||||
for actor in self.scene.as_mut().unwrap().get_dynamic_actors() {
|
||||
let handle = actor.get_user_data();
|
||||
let pos = actor.get_global_pose().into_na();
|
||||
sync_pos(handle, pos);
|
||||
}
|
||||
|
||||
for articulation in self.scene.as_mut().unwrap().get_articulations() {
|
||||
if let Some(articulation) = articulation.as_articulation_reduced_coordinate() {
|
||||
for link in articulation.get_links() {
|
||||
let handle = link.get_user_data();
|
||||
let pos = link.get_global_pose().into_na();
|
||||
sync_pos(handle, pos);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -673,7 +712,7 @@ fn physx_collider_from_rapier_collider(
|
||||
type PxPhysicsFoundation = PhysicsFoundation<DefaultAllocator, PxShape>;
|
||||
type PxMaterial = physx::material::PxMaterial<()>;
|
||||
type PxShape = physx::shape::PxShape<(), PxMaterial>;
|
||||
type PxArticulationLink = physx::articulation_link::PxArticulationLink<(), PxShape>;
|
||||
type PxArticulationLink = physx::articulation_link::PxArticulationLink<RigidBodyHandle, PxShape>;
|
||||
type PxRigidStatic = physx::rigid_static::PxRigidStatic<(), PxShape>;
|
||||
type PxRigidDynamic = physx::rigid_dynamic::PxRigidDynamic<RigidBodyHandle, PxShape>;
|
||||
type PxArticulation = physx::articulation::PxArticulation<(), PxArticulationLink>;
|
||||
|
||||
Reference in New Issue
Block a user