fix regressions with sleeping behavior of kinematic bodies (#885)
* fix kinematic bodies ignoring the wake_up flag when setting velocities * fix: don’t allow kinematic bodies to fall asleep unless they velocities are at zero exactly. * feat: add debug example for kinematic bodies sleep * chore: update changelog * chore: typo
This commit is contained in:
@@ -1,3 +1,11 @@
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## Unreleased
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- Kinematic rigid-bodies will no longer fall asleep if they have a nonzero velocity, even if that velocity is very
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small. The rationale is that, since that velocity is chosen by the user, they really want the platform to move even
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if the speed is low.
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- Fix bug where kinematic bodies would ignore the `wake_up` flag passed to `set_linear_velocity` and
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`set_angular_velocity`.
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## v0.30.0 (03 Oct. 2025)
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- Update to parry 0.25 (which involves breaking changes in the `Voxels` API but improves its internal storage to support
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@@ -44,6 +44,7 @@ mod debug_cube_high_mass_ratio3;
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mod debug_internal_edges3;
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mod debug_long_chain3;
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mod debug_multibody_ang_motor_pos3;
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mod debug_sleeping_kinematic3;
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mod gyroscopic3;
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mod inverse_kinematics3;
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mod joint_motor_position3;
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@@ -132,6 +133,10 @@ pub fn main() {
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"(Debug) shape modification",
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debug_shape_modification3::init_world,
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),
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(
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"(Debug) sleeping kinematics",
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debug_sleeping_kinematic3::init_world,
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),
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("(Debug) deserialize", debug_deserialize3::init_world),
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(
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"(Debug) multibody ang. motor pos.",
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88
examples3d/debug_sleeping_kinematic3.rs
Normal file
88
examples3d/debug_sleeping_kinematic3.rs
Normal file
@@ -0,0 +1,88 @@
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use rapier_testbed3d::Testbed;
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use rapier3d::prelude::*;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Setup a velocity-based kinematic rigid body.
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*/
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let platform_body =
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RigidBodyBuilder::kinematic_velocity_based().translation(vector![0.0, 1.5 + 0.8, 0.0]);
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let platform_handle = bodies.insert(platform_body);
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let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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// A second velocity-based platform but this one will move super slow.
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let slow_platform_body =
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RigidBodyBuilder::kinematic_velocity_based().translation(vector![0.0, 0.0, 0.0]);
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let slow_platform_handle = bodies.insert(slow_platform_body);
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let collider = ColliderBuilder::cuboid(5.0, 0.5, 5.0);
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colliders.insert_with_parent(collider, slow_platform_handle, &mut bodies);
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/*
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* Setup a callback to control the platform.
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*/
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let start_tick = 500;
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let stop_tick = 1000;
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testbed.add_callback(move |_, physics, _, run_state| {
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if run_state.timestep_id == stop_tick {
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println!("Both platforms should stop moving now and eventually fall asleep.");
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// The platforms moved until this time. They must not be sleeping.
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assert!(!physics.bodies[platform_handle].is_sleeping());
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assert!(!physics.bodies[slow_platform_handle].is_sleeping());
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if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
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slow_platform.set_linvel(Vector::zeros(), true);
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}
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(Vector::zeros(), true);
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}
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}
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if run_state.timestep_id > stop_tick + 500 {
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// Platforms should fall asleep shortly after we stopped moving them.
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assert!(physics.bodies[platform_handle].is_sleeping());
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assert!(physics.bodies[slow_platform_handle].is_sleeping());
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}
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if run_state.timestep_id < start_tick || run_state.timestep_id >= stop_tick {
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return;
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} else if run_state.timestep_id == start_tick {
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println!("Platforms should start moving now and never stop.");
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println!("The slow platform should move up and not sleep.");
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// Platforms should have had plenty of time to fall asleep before we start moving them.
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assert!(physics.bodies[platform_handle].is_sleeping());
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assert!(physics.bodies[slow_platform_handle].is_sleeping());
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let slow_velocity = vector![0.0, 0.01, 0.0];
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if let Some(slow_platform) = physics.bodies.get_mut(slow_platform_handle) {
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slow_platform.set_linvel(slow_velocity, true);
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}
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}
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let velocity = vector![
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0.0,
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(run_state.time * 2.0).cos(),
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run_state.time.sin() * 2.0
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];
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(velocity, true);
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}
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});
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/*
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* Run the simulation.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.look_at(point![-10.0, 5.0, -10.0], Point::origin());
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}
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@@ -159,7 +159,14 @@ impl IslandManager {
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let sq_linvel = rb.vels.linvel.norm_squared();
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let sq_angvel = rb.vels.angvel.gdot(rb.vels.angvel);
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update_energy(length_unit, &mut rb.activation, sq_linvel, sq_angvel, dt);
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update_energy(
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&mut rb.activation,
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rb.body_type,
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length_unit,
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sq_linvel,
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sq_angvel,
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dt,
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);
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if rb.activation.time_since_can_sleep >= rb.activation.time_until_sleep {
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// Mark them as sleeping for now. This will
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@@ -291,16 +298,28 @@ impl IslandManager {
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}
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fn update_energy(
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length_unit: Real,
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activation: &mut RigidBodyActivation,
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body_type: RigidBodyType,
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length_unit: Real,
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sq_linvel: Real,
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sq_angvel: Real,
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dt: Real,
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) {
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let linear_threshold = activation.normalized_linear_threshold * length_unit;
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if sq_linvel < linear_threshold * linear_threshold.abs()
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&& sq_angvel < activation.angular_threshold * activation.angular_threshold.abs()
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{
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let can_sleep = match body_type {
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RigidBodyType::Dynamic => {
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let linear_threshold = activation.normalized_linear_threshold * length_unit;
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sq_linvel < linear_threshold * linear_threshold.abs()
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&& sq_angvel < activation.angular_threshold * activation.angular_threshold.abs()
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}
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RigidBodyType::KinematicPositionBased | RigidBodyType::KinematicVelocityBased => {
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// Platforms only sleep if both velocities are exactly zero. If it’s not exactly
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// zero, then the user really wants them to move.
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sq_linvel == 0.0 && sq_angvel == 0.0
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}
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RigidBodyType::Fixed => true,
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};
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if can_sleep {
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activation.time_since_can_sleep += dt;
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} else {
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activation.time_since_can_sleep = 0.0;
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@@ -769,15 +769,12 @@ impl RigidBody {
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pub fn set_linvel(&mut self, linvel: Vector<Real>, wake_up: bool) {
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if self.vels.linvel != linvel {
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match self.body_type {
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RigidBodyType::Dynamic => {
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RigidBodyType::Dynamic | RigidBodyType::KinematicVelocityBased => {
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self.vels.linvel = linvel;
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if wake_up {
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self.wake_up(true)
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}
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}
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RigidBodyType::KinematicVelocityBased => {
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self.vels.linvel = linvel;
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}
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RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
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}
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}
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@@ -791,15 +788,12 @@ impl RigidBody {
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pub fn set_angvel(&mut self, angvel: Real, wake_up: bool) {
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if self.vels.angvel != angvel {
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match self.body_type {
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RigidBodyType::Dynamic => {
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RigidBodyType::Dynamic | RigidBodyType::KinematicVelocityBased => {
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self.vels.angvel = angvel;
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if wake_up {
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self.wake_up(true)
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}
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}
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RigidBodyType::KinematicVelocityBased => {
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self.vels.angvel = angvel;
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}
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RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
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}
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}
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@@ -813,15 +807,12 @@ impl RigidBody {
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pub fn set_angvel(&mut self, angvel: Vector<Real>, wake_up: bool) {
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if self.vels.angvel != angvel {
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match self.body_type {
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RigidBodyType::Dynamic => {
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RigidBodyType::Dynamic | RigidBodyType::KinematicVelocityBased => {
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self.vels.angvel = angvel;
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if wake_up {
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self.wake_up(true)
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}
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}
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RigidBodyType::KinematicVelocityBased => {
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self.vels.angvel = angvel;
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}
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RigidBodyType::Fixed | RigidBodyType::KinematicPositionBased => {}
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}
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}
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