Trisector.world
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1 /* Angle trisector */
2 
4 [CONSTANTS]
5 
6 OA:=2.3
7 OB:=OA
8 OC:=OA
9 OD:=OA
10 
11 AS:=2.3
12 DS:=AS
13 BSp:=AS
14 CSp:=AS
15 
16 % bar width
17 w:=0.05
18 
19 % spheres (placed at the end of bars) size
20 r:=0.1
21 
22 [LINKS]
23 
24 l_OA: body "bodies/triangle1.off" cyan
25  sphere 0.3 (0,0,0) red
26 
27 l_OB: body "bodies/triangle1.off" cyan
28 
29 l_OC: red+green
30  body "bodies/triangle2.off"
31  body "bodies/box.off"
32  cylinder w (OD,0,0)(OD+AS,0,0) 0.5*red+0.25*green
33  sphere r (OD+AS,0,0) 0.5*red+0.25*green
34 
35 l_OD: red+green
36  body "bodies/triangle2.off"
37  body "bodies/box.off"
38  cylinder w (OD,0,0)(OD+BSp,0,0) 0.5*red+0.25*green
39  sphere r (OD+BSp,0,0) 0.5*red+0.25*green
40 
41 % To links with no bodies used in to define the sliding on
42 % the right parts of 'l_OC' and 'l_OD'
43 l_S
44 
45 l_Sp
46 
47 % 4 bars
48 l_AS: cylinder w (0,0,0) (AS,0,0) blue
49  sphere r ( 0,0,0) red
50  sphere r (AS,0,0) red
51 
52 l_DS: cylinder w (0,0,0) (DS,0,0) blue
53  sphere r ( 0,0,0) red
54  sphere r (DS,0,0) red
55 
56 l_BSp: cylinder w (0,0,0) (BSp,0,0) green
57  sphere r ( 0,0,0) red
58  sphere r (BSp,0,0) red
59 
60 l_CSp: cylinder w (0,0,0) (CSp,0,0) green
61  sphere r ( 0,0,0) red
62  sphere r (CSp,0,0) red
63 
64 [JOINTS]
65 
66 revolute: l_OA (0,0,0)+(0,1,0)
67  l_OB (0,0,0)+(0,1,0)
68 
69 revolute: l_OA (0,0,0)+(0,1,0)
70  l_OC (0,0,0)+(0,1,0)
71 
72 revolute: l_OC (0,0,0)+(0,1,0)
73  l_OD (0,0,0)+(0,1,0)
74 
75 revolute: l_OC (OC,0,0)+(0,1,0)
76  l_CSp 0+(0,1,0)
77 
78 revolute: l_CSp 1+(0,1,0)
79  l_Sp (0,0,0)+(0,1,0)
80 
81 prismatic: l_OD (OD,0,0)+(1,0,0)
82  l_Sp (0,0,0)+(1,0,0)
83  range [0,BSp]
84 
85 revolute: l_OD (OD,0,0)+(0,1,0)
86  l_DS 0+(0,1,0)
87 
88 revolute: l_DS 1+(0,1,0)
89  l_S (0,0,0)+(0,1,0)
90 
91 prismatic: l_OC (OC,0,0)+(1,0,0)
92  l_S (0,0,0)+(1,0,0)
93  range [0,AS]
94 
95 revolute: l_OA (OA,0,0)+(0,1,0)
96  l_AS 0+(0,1,0)
97 
98 revolute: l_AS 1+(0,1,0)
99  l_S (0,0,0)+(0,1,0)
100 
101 revolute: l_OB (OB,0,0)+(0,1,0)
102  l_BSp 0+(0,1,0)
103 
104 revolute: l_BSp 1+(0,1,0)
105  l_Sp (0,0,0)+(0,1,0)
106