Fix torque generation for the prismatic joint motor
This commit is contained in:
@@ -23,6 +23,7 @@ mod debug_cylinder3;
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mod debug_dynamic_collider_add3;
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mod debug_friction3;
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mod debug_infinite_fall3;
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mod debug_prismatic3;
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mod debug_rollback3;
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mod debug_triangle3;
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mod debug_trimesh3;
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@@ -109,6 +110,7 @@ pub fn main() {
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("(Debug) trimesh", debug_trimesh3::init_world),
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("(Debug) cylinder", debug_cylinder3::init_world),
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("(Debug) infinite fall", debug_infinite_fall3::init_world),
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("(Debug) prismatic", debug_prismatic3::init_world),
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("(Debug) rollback", debug_rollback3::init_world),
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];
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111
examples3d/debug_prismatic3.rs
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111
examples3d/debug_prismatic3.rs
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@@ -0,0 +1,111 @@
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use na::{Point3, Vector3};
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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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fn prismatic_repro(
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bodies: &mut RigidBodySet,
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colliders: &mut ColliderSet,
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joints: &mut JointSet,
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box_center: Point3<f32>,
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) {
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use rapier3d::{dynamics::RigidBodyBuilder, geometry::ColliderBuilder};
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let box_rb = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(box_center.x, box_center.y, box_center.z)
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.build(),
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);
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colliders.insert(
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ColliderBuilder::cuboid(1.0, 0.25, 1.0).build(),
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box_rb,
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bodies,
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);
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let wheel_y = -1.0;
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let wheel_positions = vec![
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Vector3::new(1.0, wheel_y, -1.0),
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Vector3::new(-1.0, wheel_y, -1.0),
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Vector3::new(1.0, wheel_y, 1.0),
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Vector3::new(-1.0, wheel_y, 1.0),
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];
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for pos in wheel_positions {
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let wheel_pos_in_world = box_center + pos;
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let wheel_rb = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(
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wheel_pos_in_world.x,
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wheel_pos_in_world.y,
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wheel_pos_in_world.z,
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)
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.build(),
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);
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colliders.insert(ColliderBuilder::ball(0.5).build(), wheel_rb, bodies);
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let mut prismatic = rapier3d::dynamics::PrismaticJoint::new(
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Point3::new(pos.x, pos.y, pos.z),
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Vector3::y_axis(),
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Vector3::default(),
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Point3::new(0.0, 0.0, 0.0),
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Vector3::y_axis(),
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Vector3::default(),
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);
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prismatic.configure_motor_model(rapier3d::dynamics::SpringModel::VelocityBased);
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let (stiffness, damping) = (0.05, 0.2);
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prismatic.configure_motor_position(0.0, stiffness, damping);
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joints.insert(bodies, box_rb, wheel_rb, prismatic);
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}
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// put a small box under one of the wheels
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let gravel = bodies.insert(
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RigidBodyBuilder::new_dynamic()
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.translation(box_center.x + 1.0, box_center.y - 2.4, -1.0)
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.build(),
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);
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colliders.insert(
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ColliderBuilder::cuboid(0.5, 0.1, 0.5).build(),
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gravel,
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bodies,
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);
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}
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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 mut joints = JointSet::new();
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/*
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* Ground
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*/
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let ground_size = 50.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::new_static()
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.translation(0.0, -ground_height, 0.0)
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.build();
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size).build();
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colliders.insert(collider, handle, &mut bodies);
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prismatic_repro(
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&mut bodies,
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&mut colliders,
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&mut joints,
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Point3::new(0.0, 5.0, 0.0),
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);
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, joints);
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testbed.look_at(Point3::new(10.0, 10.0, 10.0), Point3::origin());
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}
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fn main() {
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let testbed = Testbed::from_builders(0, vec![("Boxes", init_world)]);
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testbed.run()
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}
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@@ -107,12 +107,12 @@ fn create_actuated_prismatic_joints(
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// the limits with large forces.
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prism.motor_max_impulse = 1.0;
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} else if i > 1 {
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prism.configure_motor_position(2.0, 0.2, 1.0);
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prism.configure_motor_position(2.0, 0.01, 1.0);
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} else {
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prism.configure_motor_velocity(1.0, 1.0);
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// We set a max impulse so that the motor doesn't fight
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// the limits with large forces.
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prism.motor_max_impulse = 1.0;
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prism.motor_max_impulse = 0.7;
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prism.limits_enabled = true;
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prism.limits[0] = -2.0;
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prism.limits[1] = 5.0;
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@@ -83,6 +83,7 @@ impl PrismaticVelocityConstraint {
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let anchor2 = rb2.position * joint.local_anchor2;
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let axis1 = rb1.position * joint.local_axis1;
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let axis2 = rb2.position * joint.local_axis2;
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#[cfg(feature = "dim2")]
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let basis1 = rb1.position * joint.basis1[0];
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#[cfg(feature = "dim3")]
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@@ -179,6 +180,8 @@ impl PrismaticVelocityConstraint {
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*/
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let mut motor_rhs = 0.0;
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let mut motor_inv_lhs = 0.0;
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let gcross1 = r1.gcross(*axis1);
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let gcross2 = r2.gcross(*axis2);
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let (stiffness, damping, gamma, keep_lhs) = joint.motor_model.combine_coefficients(
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params.dt,
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@@ -192,12 +195,24 @@ impl PrismaticVelocityConstraint {
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}
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if damping != 0.0 {
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let curr_vel = rb2.linvel.dot(&axis2) - rb1.linvel.dot(&axis1);
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let curr_vel = rb2.linvel.dot(&axis2) + rb2.angvel.dot(&gcross2)
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- rb1.linvel.dot(&axis1)
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- rb1.angvel.dot(&gcross1);
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motor_rhs += (curr_vel - joint.motor_target_vel) * damping;
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}
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if stiffness != 0.0 || damping != 0.0 {
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motor_inv_lhs = if keep_lhs { gamma / (im1 + im2) } else { gamma };
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motor_inv_lhs = if keep_lhs {
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let inv_projected_mass = crate::utils::inv(
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im1 + im2
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+ gcross1.gdot(ii1.transform_vector(gcross1))
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+ gcross2.gdot(ii2.transform_vector(gcross2)),
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);
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gamma * inv_projected_mass
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} else {
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gamma
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};
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motor_rhs /= gamma;
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}
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@@ -236,8 +251,6 @@ impl PrismaticVelocityConstraint {
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limits_rhs += ((dist - max_limit).max(0.0) - (min_limit - dist).max(0.0))
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* velocity_based_erp_inv_dt;
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let gcross1 = r1.gcross(*axis1);
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let gcross2 = r2.gcross(*axis2);
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limits_inv_lhs = crate::utils::inv(
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im1 + im2
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+ gcross1.gdot(ii1.transform_vector(gcross1))
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@@ -301,8 +314,16 @@ impl PrismaticVelocityConstraint {
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.transform_vector(ang_impulse + self.r2.gcross(lin_impulse));
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// Warmstart motors.
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mj_lambda1.linear += self.motor_axis1 * (self.im1 * self.motor_impulse);
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mj_lambda2.linear -= self.motor_axis2 * (self.im2 * self.motor_impulse);
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if self.motor_impulse != 0.0 {
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let lin_impulse1 = self.motor_axis1 * self.motor_impulse;
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let lin_impulse2 = self.motor_axis2 * self.motor_impulse;
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mj_lambda1.linear += lin_impulse1 * self.im1;
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mj_lambda1.angular += self.ii1_sqrt.transform_vector(self.r1.gcross(lin_impulse1));
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mj_lambda2.linear -= lin_impulse2 * self.im2;
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mj_lambda2.angular -= self.ii2_sqrt.transform_vector(self.r2.gcross(lin_impulse2));
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}
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// Warmstart limits.
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if self.limits_active {
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@@ -382,19 +403,31 @@ impl PrismaticVelocityConstraint {
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fn solve_motors(&mut self, mj_lambda1: &mut DeltaVel<Real>, mj_lambda2: &mut DeltaVel<Real>) {
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if self.motor_inv_lhs != 0.0 {
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let lin_dvel = self.motor_axis2.dot(&mj_lambda2.linear)
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- self.motor_axis1.dot(&mj_lambda1.linear)
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let ang_vel1 = self.ii1_sqrt.transform_vector(mj_lambda1.angular);
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let ang_vel2 = self.ii2_sqrt.transform_vector(mj_lambda2.angular);
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let dvel = self
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.motor_axis2
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.dot(&(mj_lambda2.linear + ang_vel2.gcross(self.r2)))
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- self
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.motor_axis1
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.dot(&(mj_lambda1.linear + ang_vel1.gcross(self.r1)))
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+ self.motor_rhs;
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let new_impulse = na::clamp(
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self.motor_impulse + lin_dvel * self.motor_inv_lhs,
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self.motor_impulse + dvel * self.motor_inv_lhs,
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-self.motor_max_impulse,
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self.motor_max_impulse,
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);
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let dimpulse = new_impulse - self.motor_impulse;
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self.motor_impulse = new_impulse;
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mj_lambda1.linear += self.motor_axis1 * (self.im1 * dimpulse);
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mj_lambda2.linear -= self.motor_axis2 * (self.im2 * dimpulse);
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let lin_impulse1 = self.motor_axis1 * dimpulse;
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let lin_impulse2 = self.motor_axis2 * dimpulse;
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mj_lambda1.linear += lin_impulse1 * self.im1;
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mj_lambda1.angular += self.ii1_sqrt.transform_vector(self.r1.gcross(lin_impulse1));
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mj_lambda2.linear -= lin_impulse2 * self.im2;
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mj_lambda2.angular -= self.ii2_sqrt.transform_vector(self.r2.gcross(lin_impulse2));
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}
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}
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