Mass properties: add a max number of iterations for the local-frame rotation computation.
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@@ -1,4 +1,4 @@
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use na::{Point3, Vector3};
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use na::Point3;
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use rapier3d::dynamics::{JointSet, RigidBodyBuilder, RigidBodySet};
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use rapier3d::geometry::{ColliderBuilder, ColliderSet};
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use rapier_testbed3d::Testbed;
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@@ -28,33 +28,35 @@ pub fn init_world(testbed: &mut Testbed) {
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* Create the cubes
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*/
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let num = 8;
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let rad = 1.0;
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let rad = 0.2;
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let shift = rad * 2.0 + rad;
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let shift = rad * 4.0 + rad;
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let centerx = shift * (num / 2) as f32;
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let centery = shift / 2.0;
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let centerz = shift * (num / 2) as f32;
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let mut offset = -(num as f32) * (rad * 2.0 + rad) * 0.5;
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for j in 0usize..47 {
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for j in 0usize..25 {
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for i in 0..num {
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for k in 0usize..num {
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let x = i as f32 * shift - centerx + offset;
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let y = j as f32 * (shift * 2.0) + centery + 3.0;
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let z = k as f32 * shift - centerz + offset;
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let x = i as f32 * shift * 5.0 - centerx + offset;
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let y = j as f32 * (shift * 5.0) + centery + 3.0;
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let z = k as f32 * shift * 2.0 - centerz + offset;
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// Build the rigid body.
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let rigid_body = RigidBodyBuilder::new_dynamic().translation(x, y, z).build();
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let handle = bodies.insert(rigid_body);
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let collider1 = ColliderBuilder::cuboid(rad, rad, rad).density(1.0).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad, rad)
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.translation(0.0, -rad * 3.0, 0.0)
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.rotation(Vector3::x() * 0.5)
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.density(1.0)
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let collider1 = ColliderBuilder::cuboid(rad * 10.0, rad, rad).build();
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let collider2 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(rad * 10.0, rad * 10.0, 0.0)
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.build();
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let collider3 = ColliderBuilder::cuboid(rad, rad * 10.0, rad)
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.translation(-rad * 10.0, rad * 10.0, 0.0)
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.build();
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colliders.insert(collider1, handle, &mut bodies);
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colliders.insert(collider2, handle, &mut bodies);
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colliders.insert(collider3, handle, &mut bodies);
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}
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}
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