Implement multibody joints and the new solver
This commit is contained in:
@@ -4,7 +4,7 @@ use rapier_testbed3d::Testbed;
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fn create_prismatic_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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@@ -28,25 +28,17 @@ fn create_prismatic_joints(
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colliders.insert_with_parent(collider, curr_child, bodies);
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let axis = if i % 2 == 0 {
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UnitVector::new_normalize(vector![1.0, 1.0, 0.0])
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UnitVector::new_normalize(vector![1.0f32, 1.0, 0.0])
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} else {
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UnitVector::new_normalize(vector![-1.0, 1.0, 0.0])
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UnitVector::new_normalize(vector![-1.0f32, 1.0, 0.0])
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};
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let z = Vector::z();
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let mut prism = PrismaticJoint::new(
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point![0.0, 0.0, 0.0],
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axis,
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z,
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point![0.0, 0.0, -shift],
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axis,
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z,
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);
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prism.limits_enabled = true;
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prism.limits[0] = -2.0;
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prism.limits[1] = 2.0;
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let mut prism = JointData::prismatic(axis)
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.local_anchor1(point![0.0, 0.0, shift])
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.local_anchor2(point![0.0, 0.0, 0.0])
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.limit_axis(JointAxis::X, [-2.0, 2.0]);
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joints.insert(curr_parent, curr_child, prism);
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impulse_joints.insert(curr_parent, curr_child, prism);
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curr_parent = curr_child;
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}
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@@ -55,7 +47,7 @@ fn create_prismatic_joints(
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fn create_actuated_prismatic_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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@@ -84,36 +76,29 @@ fn create_actuated_prismatic_joints(
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UnitVector::new_normalize(vector![-1.0, 1.0, 0.0])
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};
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let z = Vector::z();
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let mut prism = PrismaticJoint::new(
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point![0.0, 0.0, 0.0],
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axis,
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z,
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point![0.0, 0.0, -shift],
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axis,
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z,
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);
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let mut prism = JointData::prismatic(axis)
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.local_anchor1(point![0.0, 0.0, 0.0])
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.local_anchor2(point![0.0, 0.0, -shift]);
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if i == 1 {
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prism.configure_motor_velocity(1.0, 1.0);
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prism.limits_enabled = true;
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prism.limits[1] = 5.0;
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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 = prism
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.limit_axis(JointAxis::X, [-Real::MAX, 5.0])
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.motor_velocity(JointAxis::X, 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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.motor_max_impulse(JointAxis::X, 1.0);
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} else if i > 1 {
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prism.configure_motor_position(2.0, 0.01, 1.0);
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prism = prism.motor_position(JointAxis::X, 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 = 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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prism = prism
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.motor_velocity(JointAxis::X, 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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.motor_max_impulse(JointAxis::X, 0.7)
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.limit_axis(JointAxis::X, [-2.0, 5.0]);
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}
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joints.insert(curr_parent, curr_child, prism);
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impulse_joints.insert(curr_parent, curr_child, prism);
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curr_parent = curr_child;
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}
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@@ -122,7 +107,7 @@ fn create_actuated_prismatic_joints(
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fn create_revolute_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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@@ -156,22 +141,20 @@ fn create_revolute_joints(
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colliders.insert_with_parent(collider, handles[k], bodies);
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}
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// Setup four joints.
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let o = Point::origin();
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// Setup four impulse_joints.
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let x = Vector::x_axis();
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let z = Vector::z_axis();
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let revs = [
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RevoluteJoint::new(o, z, point![0.0, 0.0, -shift], z),
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RevoluteJoint::new(o, x, point![-shift, 0.0, 0.0], x),
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RevoluteJoint::new(o, z, point![0.0, 0.0, -shift], z),
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RevoluteJoint::new(o, x, point![shift, 0.0, 0.0], x),
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RevoluteJoint::new(x).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJoint::new(z).local_anchor2(point![-shift, 0.0, 0.0]),
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RevoluteJoint::new(x).local_anchor2(point![0.0, 0.0, -shift]),
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RevoluteJoint::new(z).local_anchor2(point![shift, 0.0, 0.0]),
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];
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joints.insert(curr_parent, handles[0], revs[0]);
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joints.insert(handles[0], handles[1], revs[1]);
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joints.insert(handles[1], handles[2], revs[2]);
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joints.insert(handles[2], handles[3], revs[3]);
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impulse_joints.insert(curr_parent, handles[0], revs[0]);
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impulse_joints.insert(handles[0], handles[1], revs[1]);
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impulse_joints.insert(handles[1], handles[2], revs[2]);
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impulse_joints.insert(handles[2], handles[3], revs[3]);
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curr_parent = handles[3];
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}
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@@ -180,7 +163,7 @@ fn create_revolute_joints(
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fn create_revolute_joints_with_limits(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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) {
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let ground = bodies.insert(
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@@ -212,25 +195,14 @@ fn create_revolute_joints_with_limits(
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bodies,
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);
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let mut joint1 = RevoluteJoint::new(
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Point::origin(),
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Vector::z_axis(),
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Point::origin(),
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Vector::z_axis(),
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);
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joint1.limits_enabled = true;
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joint1.limits = [-0.2, 0.2];
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joints.insert(ground, platform1, joint1);
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let z = Vector::z_axis();
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let mut joint1 = RevoluteJoint::new(z).limit_axis(JointAxis::X, [-0.2, 0.2]);
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impulse_joints.insert(ground, platform1, joint1);
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let mut joint2 = RevoluteJoint::new(
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Point::origin(),
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Vector::z_axis(),
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Point::from(-shift),
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Vector::z_axis(),
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);
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joint2.limits_enabled = true;
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joint2.limits = [-0.3, 0.3];
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joints.insert(platform1, platform2, joint2);
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let mut joint2 = RevoluteJoint::new(z)
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.local_anchor2(shift.into())
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.limit_axis(JointAxis::Z, [-0.2, 0.2]);
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impulse_joints.insert(platform1, platform2, joint2);
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// Let’s add a couple of cuboids that will fall on the platforms, triggering the joint limits.
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let cuboid_body1 = bodies.insert(
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@@ -259,7 +231,7 @@ fn create_revolute_joints_with_limits(
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fn create_fixed_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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@@ -268,8 +240,8 @@ fn create_fixed_joints(
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let mut body_handles = Vec::new();
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for k in 0..num {
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for i in 0..num {
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for i in 0..num {
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for k in 0..num {
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let fk = k as f32;
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let fi = i as f32;
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@@ -295,23 +267,18 @@ fn create_fixed_joints(
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// Vertical joint.
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if i > 0 {
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let parent_handle = *body_handles.last().unwrap();
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let joint = FixedJoint::new(
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Isometry::identity(),
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Isometry::translation(0.0, 0.0, -shift),
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);
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joints.insert(parent_handle, child_handle, joint);
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let parent_index = body_handles.len() - num;
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let parent_handle = body_handles[parent_index];
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let joint = JointData::fixed().local_anchor2(point![0.0, 0.0, -shift]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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// Horizontal joint.
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if k > 0 {
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let parent_index = body_handles.len() - num;
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let parent_index = body_handles.len() - 1;
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let parent_handle = body_handles[parent_index];
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let joint = FixedJoint::new(
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Isometry::identity(),
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Isometry::translation(-shift, 0.0, 0.0),
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);
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joints.insert(parent_handle, child_handle, joint);
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let joint = JointData::fixed().local_anchor2(point![-shift, 0.0, 0.0]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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body_handles.push(child_handle);
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@@ -322,7 +289,7 @@ fn create_fixed_joints(
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fn create_ball_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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num: usize,
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) {
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let rad = 0.4;
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@@ -351,16 +318,16 @@ fn create_ball_joints(
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// Vertical joint.
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if i > 0 {
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let parent_handle = *body_handles.last().unwrap();
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let joint = BallJoint::new(Point::origin(), point![0.0, 0.0, -shift * 2.0]);
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joints.insert(parent_handle, child_handle, joint);
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let joint = JointData::ball().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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// Horizontal joint.
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if k > 0 {
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let parent_index = body_handles.len() - num;
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let parent_handle = body_handles[parent_index];
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let joint = BallJoint::new(Point::origin(), point![-shift, 0.0, 0.0]);
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joints.insert(parent_handle, child_handle, joint);
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let joint = JointData::ball().local_anchor2(point![-shift, 0.0, 0.0]);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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body_handles.push(child_handle);
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@@ -371,7 +338,7 @@ fn create_ball_joints(
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fn create_ball_joints_with_limits(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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) {
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let shift = vector![0.0, 0.0, 3.0];
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@@ -405,38 +372,32 @@ fn create_ball_joints_with_limits(
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bodies,
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);
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let mut joint1 = BallJoint::new(Point::origin(), Point::from(-shift));
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joint1.limits_enabled = true;
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joint1.limits_local_axis1 = Vector::z_axis();
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joint1.limits_local_axis2 = Vector::z_axis();
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joint1.limits_angle = 0.2;
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joints.insert(ground, ball1, joint1);
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let mut joint1 = JointData::ball()
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.local_anchor2(Point::from(-shift))
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.limit_axis(JointAxis::X, [-0.2, 0.2])
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.limit_axis(JointAxis::Y, [-0.2, 0.2]);
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impulse_joints.insert(ground, ball1, joint1);
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let mut joint2 = BallJoint::new(Point::origin(), Point::from(-shift));
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joint2.limits_enabled = true;
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joint2.limits_local_axis1 = Vector::z_axis();
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joint2.limits_local_axis2 = Vector::z_axis();
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joint2.limits_angle = 0.3;
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joints.insert(ball1, ball2, joint2);
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let mut joint2 = JointData::ball()
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.local_anchor2(Point::from(-shift))
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.limit_axis(JointAxis::X, [-0.3, 0.3])
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.limit_axis(JointAxis::Y, [-0.3, 0.3]);
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impulse_joints.insert(ball1, ball2, joint2);
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}
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fn create_actuated_revolute_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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let rad = 0.4;
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let shift = 2.0;
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// We will reuse this base configuration for all the joints here.
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let joint_template = RevoluteJoint::new(
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Point::origin(),
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Vector::z_axis(),
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point![0.0, 0.0, -shift],
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Vector::z_axis(),
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);
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// We will reuse this base configuration for all the impulse_joints here.
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let z = Vector::z_axis();
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let joint_template = RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]);
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let mut parent_handle = RigidBodyHandle::invalid();
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@@ -467,19 +428,19 @@ fn create_actuated_revolute_joints(
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let mut joint = joint_template.clone();
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if i % 3 == 1 {
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joint.configure_motor_velocity(-20.0, 0.1);
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joint = joint.motor_velocity(JointAxis::AngX, -20.0, 0.1);
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} else if i == num - 1 {
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let stiffness = 0.2;
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let damping = 1.0;
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joint.configure_motor_position(3.14 / 2.0, stiffness, damping);
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joint = joint.motor_position(JointAxis::AngX, 3.14 / 2.0, stiffness, damping);
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}
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if i == 1 {
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joint.local_anchor2.y = 2.0;
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joint.configure_motor_velocity(-2.0, 0.1);
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joint.local_frame2.translation.vector.y = 2.0;
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joint = joint.motor_velocity(JointAxis::AngX, -2.0, 0.1);
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}
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joints.insert(parent_handle, child_handle, joint);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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parent_handle = child_handle;
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@@ -489,15 +450,15 @@ fn create_actuated_revolute_joints(
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fn create_actuated_ball_joints(
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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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impulse_joints: &mut ImpulseJointSet,
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origin: Point<f32>,
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num: usize,
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) {
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let rad = 0.4;
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let shift = 2.0;
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// We will reuse this base configuration for all the joints here.
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let joint_template = BallJoint::new(point![0.0, 0.0, shift], Point::origin());
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// We will reuse this base configuration for all the impulse_joints here.
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let joint_template = JointData::ball().local_anchor1(point![0.0, 0.0, shift]);
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let mut parent_handle = RigidBodyHandle::invalid();
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@@ -526,18 +487,20 @@ fn create_actuated_ball_joints(
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let mut joint = joint_template.clone();
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if i == 1 {
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joint.configure_motor_velocity(vector![0.0, 0.5, -2.0], 0.1);
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joint = joint
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.motor_velocity(JointAxis::AngX, 0.0, 0.1)
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.motor_velocity(JointAxis::AngY, 0.5, 0.1)
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.motor_velocity(JointAxis::AngZ, -2.0, 0.1);
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} else if i == num - 1 {
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let stiffness = 0.2;
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let damping = 1.0;
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joint.configure_motor_position(
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Rotation::new(vector![0.0, 1.0, 3.14 / 2.0]),
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stiffness,
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damping,
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);
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joint = joint
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.motor_position(JointAxis::AngX, 0.0, stiffness, damping)
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.motor_position(JointAxis::AngY, 1.0, stiffness, damping)
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.motor_position(JointAxis::AngZ, 3.14 / 2.0, stiffness, damping);
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}
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joints.insert(parent_handle, child_handle, joint);
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impulse_joints.insert(parent_handle, child_handle, joint);
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}
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parent_handle = child_handle;
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@@ -550,67 +513,68 @@ pub fn init_world(testbed: &mut Testbed) {
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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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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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create_prismatic_joints(
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&mut bodies,
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&mut colliders,
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&mut joints,
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&mut impulse_joints,
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point![20.0, 5.0, 0.0],
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4,
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);
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create_actuated_prismatic_joints(
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&mut bodies,
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&mut colliders,
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&mut joints,
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&mut impulse_joints,
|
||||
point![25.0, 5.0, 0.0],
|
||||
4,
|
||||
);
|
||||
create_revolute_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![20.0, 0.0, 0.0],
|
||||
3,
|
||||
);
|
||||
create_revolute_joints_with_limits(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![34.0, 0.0, 0.0],
|
||||
);
|
||||
create_fixed_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![0.0, 10.0, 0.0],
|
||||
10,
|
||||
);
|
||||
create_actuated_revolute_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![20.0, 10.0, 0.0],
|
||||
6,
|
||||
);
|
||||
create_actuated_ball_joints(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![13.0, 10.0, 0.0],
|
||||
3,
|
||||
);
|
||||
create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15);
|
||||
create_ball_joints(&mut bodies, &mut colliders, &mut impulse_joints, 15);
|
||||
create_ball_joints_with_limits(
|
||||
&mut bodies,
|
||||
&mut colliders,
|
||||
&mut joints,
|
||||
&mut impulse_joints,
|
||||
point![-5.0, 0.0, 0.0],
|
||||
);
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, joints);
|
||||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
|
||||
testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]);
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user