Add actuated ball and revolute joint to the 3D joint demo.

This commit is contained in:
Crozet Sébastien
2021-02-21 17:23:24 +01:00
parent 01496d43e5
commit cc8dc13fc0

View File

@@ -1,7 +1,7 @@
use na::{Isometry3, Point3, Unit, Vector3};
use na::{Isometry3, Point3, Unit, UnitQuaternion, Vector3};
use rapier3d::dynamics::{
BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder,
RigidBodySet,
RigidBodyHandle, RigidBodySet,
};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;
@@ -14,7 +14,7 @@ fn create_prismatic_joints(
num: usize,
) {
let rad = 0.4;
let shift = 1.0;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(origin.x, origin.y, origin.z)
@@ -40,7 +40,7 @@ fn create_prismatic_joints(
let z = Vector3::z();
let mut prism = PrismaticJoint::new(
Point3::origin(),
Point3::new(0.0, 0.0, 0.0),
axis,
z,
Point3::new(0.0, 0.0, -shift),
@@ -50,6 +50,7 @@ fn create_prismatic_joints(
prism.limits_enabled = true;
prism.limits[0] = -2.0;
prism.limits[1] = 2.0;
joints.insert(bodies, curr_parent, curr_child, prism);
curr_parent = curr_child;
@@ -222,6 +223,130 @@ fn create_ball_joints(
}
}
fn create_actuated_revolute_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the joints here.
let joint_template = RevoluteJoint::new(
Point3::origin(),
Vector3::z_axis(),
Point3::new(0.0, 0.0, -shift),
Vector3::z_axis(),
);
let mut parent_handle = RigidBodyHandle::invalid();
for i in 0..num {
let fi = i as f32;
// NOTE: the num - 2 test is to avoid two consecutive
// fixed bodies. Because physx will crash if we add
// a joint between these.
let status = if i == 0 {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let shifty = (i >= 1) as u32 as f32 * -2.0;
let rigid_body = RigidBodyBuilder::new(status)
.translation(origin.x, origin.y + shifty, origin.z + fi * shift)
// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
.build();
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad * 2.0, rad * 6.0 / (fi + 1.0), rad).build();
colliders.insert(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template.clone();
if i % 3 == 1 {
joint.configure_motor_velocity(-20.0, 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint.configure_motor_position(3.14 / 2.0, stiffness, damping);
}
if i == 1 {
joint.local_anchor2.y = 2.0;
joint.configure_motor_velocity(-2.0, 0.1);
}
joints.insert(bodies, parent_handle, child_handle, joint);
}
parent_handle = child_handle;
}
}
fn create_actuated_ball_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the joints here.
let joint_template = BallJoint::new(Point3::new(0.0, 0.0, shift), Point3::origin());
let mut parent_handle = RigidBodyHandle::invalid();
for i in 0..num {
let fi = i as f32;
// NOTE: the num - 2 test is to avoid two consecutive
// fixed bodies. Because physx will crash if we add
// a joint between these.
let status = if i == 0 {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(origin.x, origin.y, origin.z + fi * shift)
// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
.build();
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad).build();
colliders.insert(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template.clone();
if i == 1 {
joint.configure_motor_velocity(Vector3::new(0.0, 0.5, -2.0), 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint.configure_motor_position(
UnitQuaternion::new(Vector3::new(0.0, 1.0, 3.14 / 2.0)),
stiffness,
damping,
);
}
joints.insert(bodies, parent_handle, child_handle, joint);
}
parent_handle = child_handle;
}
}
pub fn init_world(testbed: &mut Testbed) {
/*
* World
@@ -234,8 +359,8 @@ pub fn init_world(testbed: &mut Testbed) {
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(20.0, 10.0, 0.0),
5,
Point3::new(20.0, 5.0, 0.0),
4,
);
create_revolute_joints(
&mut bodies,
@@ -249,7 +374,21 @@ pub fn init_world(testbed: &mut Testbed) {
&mut colliders,
&mut joints,
Point3::new(0.0, 10.0, 0.0),
5,
10,
);
create_actuated_revolute_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(20.0, 10.0, 0.0),
6,
);
create_actuated_ball_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(13.0, 10.0, 0.0),
3,
);
create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15);