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make_polygon

Function make_polygon 

Source
pub fn make_polygon(hull: &Hull, radius: f32) -> Polygon
Expand description

Make a convex polygon from a convex hull. This will assert if the hull is not valid. (b2MakePolygon)

@warning Do not manually fill in the hull data, it must come directly from compute_hull.

Examples found in repository?
examples/benchmark/utils.rs (line 93)
84pub fn random_polygon(extent: f32) -> Polygon {
85    let count = 3 + random_int() % 6;
86    let mut points = Vec::with_capacity(count as usize);
87    for _ in 0..count {
88        points.push(random_vec2(-extent, extent));
89    }
90
91    let hull = compute_hull(&points);
92    if hull.count > 0 {
93        return make_polygon(&hull, 0.0);
94    }
95
96    make_square(extent)
97}
More examples
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examples/benchmark/scenes/machines.rs (line 321)
258pub fn create_washer(world: &mut World) {
259    let kinematic = true;
260
261    {
262        let body_def = default_body_def();
263        // groundId is only used to anchor the (disabled) revolute joint branch.
264        let _ground_id = create_body(world, &body_def);
265    }
266
267    {
268        let motor_speed = 25.0;
269
270        let mut body_def = default_body_def();
271        body_def.position = to_pos(Vec2 { x: 0.0, y: 10.0 });
272
273        if kinematic {
274            body_def.type_ = BodyType::Kinematic;
275            body_def.angular_velocity = (PI / 180.0) * motor_speed;
276            body_def.linear_velocity = Vec2 {
277                x: 0.001,
278                y: -0.002,
279            };
280        } else {
281            body_def.type_ = BodyType::Dynamic;
282        }
283
284        let body_id = create_body(world, &body_def);
285
286        let shape_def = default_shape_def();
287
288        let r0 = 14.0;
289        let r1 = 16.0;
290        let r2 = 18.0;
291
292        let angle = PI / 18.0;
293        let q = Rot {
294            c: angle.cos(),
295            s: angle.sin(),
296        };
297        let qo = Rot {
298            c: (0.1 * angle).cos(),
299            s: (0.1 * angle).sin(),
300        };
301        let mut u1 = Vec2 { x: 1.0, y: 0.0 };
302        for i in 0..36 {
303            let u2 = if i == 35 {
304                Vec2 { x: 1.0, y: 0.0 }
305            } else {
306                rotate_vector(q, u1)
307            };
308
309            {
310                let a1 = inv_rotate_vector(qo, u1);
311                let a2 = rotate_vector(qo, u2);
312
313                let p1 = mul_sv(r1, a1);
314                let p2 = mul_sv(r2, a1);
315                let p3 = mul_sv(r1, a2);
316                let p4 = mul_sv(r2, a2);
317
318                let points = [p1, p2, p3, p4];
319                let hull = compute_hull(&points);
320
321                let polygon = make_polygon(&hull, 0.0);
322                create_polygon_shape(world, body_id, &shape_def, &polygon);
323            }
324
325            if i % 9 == 0 {
326                let p1 = mul_sv(r0, u1);
327                let p2 = mul_sv(r1, u1);
328                let p3 = mul_sv(r0, u2);
329                let p4 = mul_sv(r1, u2);
330
331                let points = [p1, p2, p3, p4];
332                let hull = compute_hull(&points);
333
334                let polygon = make_polygon(&hull, 0.0);
335                create_polygon_shape(world, body_id, &shape_def, &polygon);
336            }
337
338            u1 = u2;
339        }
340    }
341
342    let grid_count: i32 = if BENCHMARK_DEBUG { 20 } else { 90 };
343    let a = 0.1;
344
345    let polygon = make_square(a);
346    let mut body_def = default_body_def();
347    body_def.type_ = BodyType::Dynamic;
348    let mut shape_def = default_shape_def();
349    shape_def.enable_hit_events = true;
350
351    let mut y = -1.1 * a * grid_count as f32 + 10.0;
352    for _ in 0..grid_count {
353        let mut x = -1.1 * a * grid_count as f32;
354
355        for _ in 0..grid_count {
356            body_def.position = to_pos(Vec2 { x, y });
357            let body_id = create_body(world, &body_def);
358
359            create_polygon_shape(world, body_id, &shape_def, &polygon);
360
361            x += 2.1 * a;
362        }
363
364        y += 2.1 * a;
365    }
366}
367
368// (CreateJunkyard)
369pub fn create_junkyard(world: &mut World) {
370    {
371        let grid_size = 1.0;
372
373        let body_def = default_body_def();
374        let ground_id = create_body(world, &body_def);
375
376        let shape_def = default_shape_def();
377
378        let y = 0.0;
379        let mut x = -80.0 * grid_size;
380        for _ in 0..161 {
381            let box_shape = make_offset_box(
382                0.55 * grid_size,
383                0.5 * grid_size,
384                Vec2 { x, y },
385                ROT_IDENTITY,
386            );
387            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
388            x += grid_size;
389        }
390
391        let mut y = grid_size;
392        let x = -80.0 * grid_size;
393        for _ in 0..50 {
394            let box_shape = make_offset_box(
395                0.5 * grid_size,
396                0.55 * grid_size,
397                Vec2 { x, y },
398                ROT_IDENTITY,
399            );
400            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
401            y += grid_size;
402        }
403
404        let mut y = grid_size;
405        let x = 80.0 * grid_size;
406        for _ in 0..50 {
407            let box_shape = make_offset_box(
408                0.5 * grid_size,
409                0.55 * grid_size,
410                Vec2 { x, y },
411                ROT_IDENTITY,
412            );
413            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
414            y += grid_size;
415        }
416    }
417
418    let column_count = 200;
419    let row_count: i32 = if BENCHMARK_DEBUG { 2 } else { 40 };
420
421    let radius = 0.25;
422    let polygon;
423    {
424        // Fibonacci sphere algorithm
425        let phi = PI * (5.0f32.sqrt() - 1.0);
426        let mut points = [Vec2 { x: 0.0, y: 0.0 }; 5];
427
428        for (i, point) in points.iter_mut().enumerate() {
429            let theta = phi * i as f32;
430            let cs = compute_cos_sin(theta);
431            point.x = radius * cs.cosine;
432            point.y = radius * cs.sine;
433        }
434
435        let hull = compute_hull(&points);
436        polygon = make_polygon(&hull, 0.0);
437    }
438
439    let mut body_def = default_body_def();
440    body_def.type_ = BodyType::Dynamic;
441    let shape_def = default_shape_def();
442
443    let mut side = -0.1;
444    let y_start = 15.0;
445
446    for i in 0..column_count {
447        let x = 1.5 * (2.0 * i as f32 - column_count as f32) * radius;
448
449        for j in 0..row_count {
450            let y = 4.0 * j as f32 * radius + y_start;
451
452            body_def.position = to_pos(Vec2 { x: x + side, y });
453            side = -side;
454
455            let body_id = create_body(world, &body_def);
456            create_polygon_shape(world, body_id, &shape_def, &polygon);
457        }
458    }
459
460    body_def.type_ = BodyType::Kinematic;
461    body_def.position = to_pos(VEC2_ZERO);
462    let pusher_id = create_body(world, &body_def);
463    JUNKYARD_PUSHER_ID.with(|id| id.set(pusher_id));
464    let box_shape = make_offset_box(2.0, 4.0, Vec2 { x: 0.0, y: 4.0 }, ROT_IDENTITY);
465    create_polygon_shape(world, pusher_id, &shape_def, &box_shape);
466}
examples/benchmark/scenes/pyramids.rs (line 267)
200pub fn create_compounds(world: &mut World) {
201    {
202        let grid_size = 1.0;
203
204        let body_def = default_body_def();
205        let ground_id = create_body(world, &body_def);
206
207        let shape_def = default_shape_def();
208
209        let y = 0.0;
210        let mut x = -40.0 * grid_size;
211        for _ in 0..81 {
212            let box_shape = make_offset_box(
213                0.55 * grid_size,
214                0.5 * grid_size,
215                Vec2 { x, y },
216                ROT_IDENTITY,
217            );
218            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
219            x += grid_size;
220        }
221
222        let mut y = grid_size;
223        let x = -40.0 * grid_size;
224        for _ in 0..100 {
225            let box_shape = make_offset_box(
226                0.5 * grid_size,
227                0.55 * grid_size,
228                Vec2 { x, y },
229                ROT_IDENTITY,
230            );
231            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
232            y += grid_size;
233        }
234
235        let mut y = grid_size;
236        let x = 40.0 * grid_size;
237        for _ in 0..100 {
238            let box_shape = make_offset_box(
239                0.5 * grid_size,
240                0.55 * grid_size,
241                Vec2 { x, y },
242                ROT_IDENTITY,
243            );
244            create_polygon_shape(world, ground_id, &shape_def, &box_shape);
245            y += grid_size;
246        }
247
248        let segment = Segment {
249            point1: Vec2 {
250                x: -800.0,
251                y: -80.0,
252            },
253            point2: Vec2 { x: 800.0, y: -80.0 },
254        };
255        create_segment_shape(world, ground_id, &shape_def, &segment);
256    }
257
258    let column_count: i32 = if BENCHMARK_DEBUG { 10 } else { 20 };
259    let row_count: i32 = if BENCHMARK_DEBUG { 40 } else { 150 };
260
261    let left_points = [
262        Vec2 { x: -1.0, y: 0.0 },
263        Vec2 { x: 0.5, y: 1.0 },
264        Vec2 { x: 0.0, y: 2.0 },
265    ];
266    let left_hull = compute_hull(&left_points);
267    let left = make_polygon(&left_hull, 0.0);
268
269    let right_points = [
270        Vec2 { x: 1.0, y: 0.0 },
271        Vec2 { x: -0.5, y: 1.0 },
272        Vec2 { x: 0.0, y: 2.0 },
273    ];
274    let right_hull = compute_hull(&right_points);
275    let right = make_polygon(&right_hull, 0.0);
276
277    let mut body_def = default_body_def();
278    body_def.type_ = BodyType::Dynamic;
279
280    let mut shape_def = default_shape_def();
281    shape_def.density = 1.0;
282    shape_def.material.friction = 0.5;
283
284    // Match the sample exactly: centery is computed before shift is reset for
285    // the compound branch.
286    let shift = 2.0;
287    let extray = 0.25;
288    let mut side = 0.25;
289    let centerx = shift * column_count as f32 / 2.0 - 1.0;
290    let centery = 1.15 / 2.0;
291    let y_start = 5.0;
292
293    for i in 0..column_count {
294        let x = i as f32 * shift - centerx;
295
296        for j in 0..row_count {
297            let y = j as f32 * (shift + extray) + centery + y_start;
298
299            body_def.position = to_pos(Vec2 { x: x + side, y });
300            side = -side;
301
302            let body_id = create_body(world, &body_def);
303            create_polygon_shape(world, body_id, &shape_def, &left);
304            create_polygon_shape(world, body_id, &shape_def, &right);
305        }
306    }
307}
examples/benchmark/human/create.rs (line 304)
24pub fn create_human(
25    human: &mut Human,
26    world: &mut World,
27    position: Pos,
28    scale: f32,
29    friction_torque: f32,
30    hertz: f32,
31    damping_ratio: f32,
32    group_index: i32,
33    user_data: u64,
34    colorize: bool,
35) {
36    debug_assert!(!human.is_spawned);
37
38    for bone in human.bones.iter_mut() {
39        bone.body_id = BodyId::default();
40        bone.joint_id = JointId::default();
41        bone.friction_scale = 1.0;
42        bone.parent_index = -1;
43    }
44
45    human.original_scale = scale;
46    human.scale = scale;
47    human.friction_torque = friction_torque;
48
49    let mut body_def = default_body_def();
50    body_def.type_ = BodyType::Dynamic;
51    body_def.sleep_threshold = 0.1;
52    body_def.user_data = user_data;
53
54    let mut shape_def = default_shape_def();
55    shape_def.material.friction = 0.2;
56    shape_def.filter.group_index = -group_index;
57    shape_def.filter.category_bits = 2;
58    shape_def.filter.mask_bits = 1 | 2;
59
60    let mut foot_shape_def = shape_def;
61    foot_shape_def.material.friction = 0.05;
62    // feet don't collide with ragdolls
63    foot_shape_def.filter.category_bits = 2;
64    foot_shape_def.filter.mask_bits = 1;
65
66    if colorize {
67        foot_shape_def.material.custom_color = HexColor::SADDLE_BROWN.0;
68    }
69
70    let s = scale;
71    let max_torque = friction_torque * s;
72    let enable_motor = true;
73    let enable_limit = true;
74    let draw_size = 0.05;
75
76    let shirt_color = HexColor::MEDIUM_TURQUOISE;
77    let pant_color = HexColor::DODGER_BLUE;
78
79    let skin_colors = [
80        HexColor::NAVAJO_WHITE,
81        HexColor::LIGHT_YELLOW,
82        HexColor::PERU,
83        HexColor::TAN,
84    ];
85    let skin_color = skin_colors[(group_index % 4) as usize];
86
87    // hip
88    {
89        human.bones[BONE_HIP].parent_index = -1;
90
91        body_def.position = offset_pos(
92            position,
93            Vec2 {
94                x: 0.0,
95                y: 0.95 * s,
96            },
97        );
98        body_def.linear_damping = 0.0;
99        body_def.name = "hip".to_string();
100
101        let body_id = create_body(world, &body_def);
102        human.bones[BONE_HIP].body_id = body_id;
103
104        if colorize {
105            shape_def.material.custom_color = pant_color.0;
106        }
107
108        let capsule = Capsule {
109            center1: Vec2 {
110                x: 0.0,
111                y: -0.02 * s,
112            },
113            center2: Vec2 {
114                x: 0.0,
115                y: 0.02 * s,
116            },
117            radius: 0.095 * s,
118        };
119        create_capsule_shape(world, body_id, &shape_def, &capsule);
120    }
121
122    // torso
123    {
124        human.bones[BONE_TORSO].parent_index = BONE_HIP as i32;
125
126        body_def.position = offset_pos(position, Vec2 { x: 0.0, y: 1.2 * s });
127        body_def.linear_damping = 0.0;
128        body_def.name = "torso".to_string();
129
130        let body_id = create_body(world, &body_def);
131        human.bones[BONE_TORSO].body_id = body_id;
132        human.bones[BONE_TORSO].friction_scale = 0.5;
133        body_def.type_ = BodyType::Dynamic;
134
135        if colorize {
136            shape_def.material.custom_color = shirt_color.0;
137        }
138
139        let capsule = Capsule {
140            center1: Vec2 {
141                x: 0.0,
142                y: -0.135 * s,
143            },
144            center2: Vec2 {
145                x: 0.0,
146                y: 0.135 * s,
147            },
148            radius: 0.09 * s,
149        };
150        create_capsule_shape(world, body_id, &shape_def, &capsule);
151
152        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 1.0 * s });
153        let parent = human.bones[BONE_HIP].body_id;
154        let joint_id = attach_revolute_joint(
155            world,
156            parent,
157            body_id,
158            pivot,
159            -0.25 * PI,
160            0.0,
161            enable_limit,
162            enable_motor,
163            human.bones[BONE_TORSO].friction_scale * max_torque,
164            hertz > 0.0,
165            hertz,
166            damping_ratio,
167            draw_size,
168            None,
169        );
170        human.bones[BONE_TORSO].joint_id = joint_id;
171    }
172
173    // head
174    {
175        human.bones[BONE_HEAD].parent_index = BONE_TORSO as i32;
176
177        body_def.position = offset_pos(
178            position,
179            Vec2 {
180                x: 0.0 * s,
181                y: 1.475 * s,
182            },
183        );
184        body_def.linear_damping = 0.1;
185        body_def.name = "head".to_string();
186
187        let body_id = create_body(world, &body_def);
188        human.bones[BONE_HEAD].body_id = body_id;
189        human.bones[BONE_HEAD].friction_scale = 0.25;
190
191        if colorize {
192            shape_def.material.custom_color = skin_color.0;
193        }
194
195        let capsule = Capsule {
196            center1: Vec2 {
197                x: 0.0,
198                y: -0.038 * s,
199            },
200            center2: Vec2 {
201                x: 0.0,
202                y: 0.039 * s,
203            },
204            radius: 0.075 * s,
205        };
206        create_capsule_shape(world, body_id, &shape_def, &capsule);
207
208        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 1.4 * s });
209        let parent = human.bones[BONE_TORSO].body_id;
210        let joint_id = attach_revolute_joint(
211            world,
212            parent,
213            body_id,
214            pivot,
215            -0.3 * PI,
216            0.1 * PI,
217            enable_limit,
218            enable_motor,
219            human.bones[BONE_HEAD].friction_scale * max_torque,
220            hertz > 0.0,
221            hertz,
222            damping_ratio,
223            draw_size,
224            None,
225        );
226        human.bones[BONE_HEAD].joint_id = joint_id;
227    }
228
229    // upper left leg
230    {
231        human.bones[BONE_UPPER_LEFT_LEG].parent_index = BONE_HIP as i32;
232
233        body_def.position = offset_pos(
234            position,
235            Vec2 {
236                x: 0.0,
237                y: 0.775 * s,
238            },
239        );
240        body_def.linear_damping = 0.0;
241        body_def.name = "upper_left_leg".to_string();
242
243        let body_id = create_body(world, &body_def);
244        human.bones[BONE_UPPER_LEFT_LEG].body_id = body_id;
245        human.bones[BONE_UPPER_LEFT_LEG].friction_scale = 1.0;
246
247        if colorize {
248            shape_def.material.custom_color = pant_color.0;
249        }
250
251        let capsule = Capsule {
252            center1: Vec2 {
253                x: 0.0,
254                y: -0.125 * s,
255            },
256            center2: Vec2 {
257                x: 0.0,
258                y: 0.125 * s,
259            },
260            radius: 0.06 * s,
261        };
262        create_capsule_shape(world, body_id, &shape_def, &capsule);
263
264        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 0.9 * s });
265        let parent = human.bones[BONE_HIP].body_id;
266        let joint_id = attach_revolute_joint(
267            world,
268            parent,
269            body_id,
270            pivot,
271            -0.05 * PI,
272            0.4 * PI,
273            enable_limit,
274            enable_motor,
275            human.bones[BONE_UPPER_LEFT_LEG].friction_scale * max_torque,
276            hertz > 0.0,
277            hertz,
278            damping_ratio,
279            draw_size,
280            None,
281        );
282        human.bones[BONE_UPPER_LEFT_LEG].joint_id = joint_id;
283    }
284
285    let foot_points = [
286        Vec2 {
287            x: -0.03 * s,
288            y: -0.185 * s,
289        },
290        Vec2 {
291            x: 0.11 * s,
292            y: -0.185 * s,
293        },
294        Vec2 {
295            x: 0.11 * s,
296            y: -0.16 * s,
297        },
298        Vec2 {
299            x: -0.03 * s,
300            y: -0.14 * s,
301        },
302    ];
303    let foot_hull = compute_hull(&foot_points);
304    let foot_polygon = make_polygon(&foot_hull, 0.015 * s);
305
306    // lower left leg
307    {
308        human.bones[BONE_LOWER_LEFT_LEG].parent_index = BONE_UPPER_LEFT_LEG as i32;
309
310        body_def.position = offset_pos(
311            position,
312            Vec2 {
313                x: 0.0,
314                y: 0.475 * s,
315            },
316        );
317        body_def.linear_damping = 0.0;
318        body_def.name = "lower_left_leg".to_string();
319
320        let body_id = create_body(world, &body_def);
321        human.bones[BONE_LOWER_LEFT_LEG].body_id = body_id;
322        human.bones[BONE_LOWER_LEFT_LEG].friction_scale = 0.5;
323
324        if colorize {
325            shape_def.material.custom_color = pant_color.0;
326        }
327
328        let capsule = Capsule {
329            center1: Vec2 {
330                x: 0.0,
331                y: -0.155 * s,
332            },
333            center2: Vec2 {
334                x: 0.0,
335                y: 0.125 * s,
336            },
337            radius: 0.045 * s,
338        };
339        create_capsule_shape(world, body_id, &shape_def, &capsule);
340
341        create_polygon_shape(world, body_id, &foot_shape_def, &foot_polygon);
342
343        let pivot = offset_pos(
344            position,
345            Vec2 {
346                x: 0.0,
347                y: 0.625 * s,
348            },
349        );
350        let parent = human.bones[BONE_UPPER_LEFT_LEG].body_id;
351        let joint_id = attach_revolute_joint(
352            world,
353            parent,
354            body_id,
355            pivot,
356            -0.5 * PI,
357            -0.02 * PI,
358            enable_limit,
359            enable_motor,
360            human.bones[BONE_LOWER_LEFT_LEG].friction_scale * max_torque,
361            hertz > 0.0,
362            hertz,
363            damping_ratio,
364            draw_size,
365            None,
366        );
367        human.bones[BONE_LOWER_LEFT_LEG].joint_id = joint_id;
368    }
369
370    // upper right leg
371    {
372        human.bones[BONE_UPPER_RIGHT_LEG].parent_index = BONE_HIP as i32;
373
374        body_def.position = offset_pos(
375            position,
376            Vec2 {
377                x: 0.0,
378                y: 0.775 * s,
379            },
380        );
381        body_def.linear_damping = 0.0;
382        body_def.name = "upper_right_leg".to_string();
383
384        let body_id = create_body(world, &body_def);
385        human.bones[BONE_UPPER_RIGHT_LEG].body_id = body_id;
386        human.bones[BONE_UPPER_RIGHT_LEG].friction_scale = 1.0;
387
388        if colorize {
389            shape_def.material.custom_color = pant_color.0;
390        }
391
392        let capsule = Capsule {
393            center1: Vec2 {
394                x: 0.0,
395                y: -0.125 * s,
396            },
397            center2: Vec2 {
398                x: 0.0,
399                y: 0.125 * s,
400            },
401            radius: 0.06 * s,
402        };
403        create_capsule_shape(world, body_id, &shape_def, &capsule);
404
405        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 0.9 * s });
406        let parent = human.bones[BONE_HIP].body_id;
407        let joint_id = attach_revolute_joint(
408            world,
409            parent,
410            body_id,
411            pivot,
412            -0.05 * PI,
413            0.4 * PI,
414            enable_limit,
415            enable_motor,
416            human.bones[BONE_UPPER_RIGHT_LEG].friction_scale * max_torque,
417            hertz > 0.0,
418            hertz,
419            damping_ratio,
420            draw_size,
421            None,
422        );
423        human.bones[BONE_UPPER_RIGHT_LEG].joint_id = joint_id;
424    }
425
426    // lower right leg
427    {
428        human.bones[BONE_LOWER_RIGHT_LEG].parent_index = BONE_UPPER_RIGHT_LEG as i32;
429
430        body_def.position = offset_pos(
431            position,
432            Vec2 {
433                x: 0.0,
434                y: 0.475 * s,
435            },
436        );
437        body_def.linear_damping = 0.0;
438        body_def.name = "lower_right_leg".to_string();
439
440        let body_id = create_body(world, &body_def);
441        human.bones[BONE_LOWER_RIGHT_LEG].body_id = body_id;
442        human.bones[BONE_LOWER_RIGHT_LEG].friction_scale = 0.5;
443
444        if colorize {
445            shape_def.material.custom_color = pant_color.0;
446        }
447
448        let capsule = Capsule {
449            center1: Vec2 {
450                x: 0.0,
451                y: -0.155 * s,
452            },
453            center2: Vec2 {
454                x: 0.0,
455                y: 0.125 * s,
456            },
457            radius: 0.045 * s,
458        };
459        create_capsule_shape(world, body_id, &shape_def, &capsule);
460
461        create_polygon_shape(world, body_id, &foot_shape_def, &foot_polygon);
462
463        let pivot = offset_pos(
464            position,
465            Vec2 {
466                x: 0.0,
467                y: 0.625 * s,
468            },
469        );
470        let parent = human.bones[BONE_UPPER_RIGHT_LEG].body_id;
471        let joint_id = attach_revolute_joint(
472            world,
473            parent,
474            body_id,
475            pivot,
476            -0.5 * PI,
477            -0.02 * PI,
478            enable_limit,
479            enable_motor,
480            human.bones[BONE_LOWER_RIGHT_LEG].friction_scale * max_torque,
481            hertz > 0.0,
482            hertz,
483            damping_ratio,
484            draw_size,
485            None,
486        );
487        human.bones[BONE_LOWER_RIGHT_LEG].joint_id = joint_id;
488    }
489
490    // upper left arm
491    {
492        human.bones[BONE_UPPER_LEFT_ARM].parent_index = BONE_TORSO as i32;
493        human.bones[BONE_UPPER_LEFT_ARM].friction_scale = 0.5;
494
495        body_def.position = offset_pos(
496            position,
497            Vec2 {
498                x: 0.0,
499                y: 1.225 * s,
500            },
501        );
502        body_def.linear_damping = 0.0;
503        body_def.name = "upper_left_arm".to_string();
504
505        let body_id = create_body(world, &body_def);
506        human.bones[BONE_UPPER_LEFT_ARM].body_id = body_id;
507
508        if colorize {
509            shape_def.material.custom_color = shirt_color.0;
510        }
511
512        let capsule = Capsule {
513            center1: Vec2 {
514                x: 0.0,
515                y: -0.125 * s,
516            },
517            center2: Vec2 {
518                x: 0.0,
519                y: 0.125 * s,
520            },
521            radius: 0.035 * s,
522        };
523        create_capsule_shape(world, body_id, &shape_def, &capsule);
524
525        let pivot = offset_pos(
526            position,
527            Vec2 {
528                x: 0.0,
529                y: 1.35 * s,
530            },
531        );
532        let parent = human.bones[BONE_TORSO].body_id;
533        let joint_id = attach_revolute_joint(
534            world,
535            parent,
536            body_id,
537            pivot,
538            -0.1 * PI,
539            0.8 * PI,
540            enable_limit,
541            enable_motor,
542            human.bones[BONE_UPPER_LEFT_ARM].friction_scale * max_torque,
543            hertz > 0.0,
544            hertz,
545            damping_ratio,
546            draw_size,
547            None,
548        );
549        human.bones[BONE_UPPER_LEFT_ARM].joint_id = joint_id;
550    }
551
552    // lower left arm
553    {
554        human.bones[BONE_LOWER_LEFT_ARM].parent_index = BONE_UPPER_LEFT_ARM as i32;
555
556        body_def.position = offset_pos(
557            position,
558            Vec2 {
559                x: 0.0,
560                y: 0.975 * s,
561            },
562        );
563        body_def.linear_damping = 0.1;
564        body_def.name = "lower_left_arm".to_string();
565
566        let body_id = create_body(world, &body_def);
567        human.bones[BONE_LOWER_LEFT_ARM].body_id = body_id;
568        human.bones[BONE_LOWER_LEFT_ARM].friction_scale = 0.1;
569
570        if colorize {
571            shape_def.material.custom_color = skin_color.0;
572        }
573
574        let capsule = Capsule {
575            center1: Vec2 {
576                x: 0.0,
577                y: -0.125 * s,
578            },
579            center2: Vec2 {
580                x: 0.0,
581                y: 0.125 * s,
582            },
583            radius: 0.03 * s,
584        };
585        create_capsule_shape(world, body_id, &shape_def, &capsule);
586
587        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 1.1 * s });
588        let parent = human.bones[BONE_UPPER_LEFT_ARM].body_id;
589        let joint_id = attach_revolute_joint(
590            world,
591            parent,
592            body_id,
593            pivot,
594            -0.2 * PI,
595            0.3 * PI,
596            enable_limit,
597            enable_motor,
598            human.bones[BONE_LOWER_LEFT_ARM].friction_scale * max_torque,
599            hertz > 0.0,
600            hertz,
601            damping_ratio,
602            draw_size,
603            Some(make_rot(0.25 * PI)),
604        );
605        human.bones[BONE_LOWER_LEFT_ARM].joint_id = joint_id;
606    }
607
608    // upper right arm
609    {
610        human.bones[BONE_UPPER_RIGHT_ARM].parent_index = BONE_TORSO as i32;
611
612        body_def.position = offset_pos(
613            position,
614            Vec2 {
615                x: 0.0,
616                y: 1.225 * s,
617            },
618        );
619        body_def.linear_damping = 0.0;
620        body_def.name = "upper_right_arm".to_string();
621
622        let body_id = create_body(world, &body_def);
623        human.bones[BONE_UPPER_RIGHT_ARM].body_id = body_id;
624        human.bones[BONE_UPPER_RIGHT_ARM].friction_scale = 0.5;
625
626        if colorize {
627            shape_def.material.custom_color = shirt_color.0;
628        }
629
630        let capsule = Capsule {
631            center1: Vec2 {
632                x: 0.0,
633                y: -0.125 * s,
634            },
635            center2: Vec2 {
636                x: 0.0,
637                y: 0.125 * s,
638            },
639            radius: 0.035 * s,
640        };
641        create_capsule_shape(world, body_id, &shape_def, &capsule);
642
643        let pivot = offset_pos(
644            position,
645            Vec2 {
646                x: 0.0,
647                y: 1.35 * s,
648            },
649        );
650        let parent = human.bones[BONE_TORSO].body_id;
651        let joint_id = attach_revolute_joint(
652            world,
653            parent,
654            body_id,
655            pivot,
656            -0.1 * PI,
657            0.8 * PI,
658            enable_limit,
659            enable_motor,
660            human.bones[BONE_UPPER_RIGHT_ARM].friction_scale * max_torque,
661            hertz > 0.0,
662            hertz,
663            damping_ratio,
664            draw_size,
665            None,
666        );
667        human.bones[BONE_UPPER_RIGHT_ARM].joint_id = joint_id;
668    }
669
670    // lower right arm
671    {
672        human.bones[BONE_LOWER_RIGHT_ARM].parent_index = BONE_UPPER_RIGHT_ARM as i32;
673
674        body_def.position = offset_pos(
675            position,
676            Vec2 {
677                x: 0.0,
678                y: 0.975 * s,
679            },
680        );
681        body_def.linear_damping = 0.1;
682        body_def.name = "lower_right_arm".to_string();
683
684        let body_id = create_body(world, &body_def);
685        human.bones[BONE_LOWER_RIGHT_ARM].body_id = body_id;
686        human.bones[BONE_LOWER_RIGHT_ARM].friction_scale = 0.1;
687
688        if colorize {
689            shape_def.material.custom_color = skin_color.0;
690        }
691
692        let capsule = Capsule {
693            center1: Vec2 {
694                x: 0.0,
695                y: -0.125 * s,
696            },
697            center2: Vec2 {
698                x: 0.0,
699                y: 0.125 * s,
700            },
701            radius: 0.03 * s,
702        };
703        create_capsule_shape(world, body_id, &shape_def, &capsule);
704
705        let pivot = offset_pos(position, Vec2 { x: 0.0, y: 1.1 * s });
706        let parent = human.bones[BONE_UPPER_RIGHT_ARM].body_id;
707        let joint_id = attach_revolute_joint(
708            world,
709            parent,
710            body_id,
711            pivot,
712            -0.2 * PI,
713            0.3 * PI,
714            enable_limit,
715            enable_motor,
716            human.bones[BONE_LOWER_RIGHT_ARM].friction_scale * max_torque,
717            hertz > 0.0,
718            hertz,
719            damping_ratio,
720            draw_size,
721            Some(make_rot(0.25 * PI)),
722        );
723        human.bones[BONE_LOWER_RIGHT_ARM].joint_id = joint_id;
724    }
725
726    human.is_spawned = true;
727}