Joint API and joint motors improvements

This commit is contained in:
Sébastien Crozet
2022-02-20 12:55:00 +01:00
committed by Sébastien Crozet
parent e740493b98
commit fb20d72ee2
108 changed files with 2650 additions and 1854 deletions

View File

@@ -11,20 +11,17 @@ fn create_prismatic_joints(
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(vector![origin.x, origin.y, origin.z])
.build();
let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, origin.z]);
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_parent, bodies);
for i in 0..num {
let z = origin.z + (i + 1) as f32 * shift;
let rigid_body = RigidBodyBuilder::new_dynamic()
.translation(vector![origin.x, origin.y, z])
.build();
let rigid_body =
RigidBodyBuilder::new_dynamic().translation(vector![origin.x, origin.y, z]);
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
@@ -33,10 +30,10 @@ fn create_prismatic_joints(
UnitVector::new_normalize(vector![-1.0f32, 1.0, 0.0])
};
let mut prism = JointData::prismatic(axis)
let mut prism = GenericJoint::prismatic(axis)
.local_anchor1(point![0.0, 0.0, shift])
.local_anchor2(point![0.0, 0.0, 0.0])
.limit_axis(JointAxis::X, [-2.0, 2.0]);
.limits(JointAxis::X, [-2.0, 2.0]);
impulse_joints.insert(curr_parent, curr_child, prism);
@@ -54,20 +51,17 @@ fn create_actuated_prismatic_joints(
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(vector![origin.x, origin.y, origin.z])
.build();
let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, origin.z]);
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_parent, bodies);
for i in 0..num {
let z = origin.z + (i + 1) as f32 * shift;
let rigid_body = RigidBodyBuilder::new_dynamic()
.translation(vector![origin.x, origin.y, z])
.build();
let rigid_body =
RigidBodyBuilder::new_dynamic().translation(vector![origin.x, origin.y, z]);
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
@@ -76,13 +70,13 @@ fn create_actuated_prismatic_joints(
UnitVector::new_normalize(vector![-1.0, 1.0, 0.0])
};
let mut prism = JointData::prismatic(axis)
let mut prism = GenericJoint::prismatic(axis)
.local_anchor1(point![0.0, 0.0, 0.0])
.local_anchor2(point![0.0, 0.0, -shift]);
if i == 1 {
prism = prism
.limit_axis(JointAxis::X, [-Real::MAX, 5.0])
.limits(JointAxis::X, [-Real::MAX, 5.0])
.motor_velocity(JointAxis::X, 1.0, 1.0)
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
@@ -95,7 +89,7 @@ fn create_actuated_prismatic_joints(
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
.motor_max_impulse(JointAxis::X, 0.7)
.limit_axis(JointAxis::X, [-2.0, 5.0]);
.limits(JointAxis::X, [-2.0, 5.0]);
}
impulse_joints.insert(curr_parent, curr_child, prism);
@@ -114,11 +108,9 @@ fn create_revolute_joints(
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(vector![origin.x, origin.y, 0.0])
.build();
let ground = RigidBodyBuilder::new_static().translation(vector![origin.x, origin.y, 0.0]);
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_parent, bodies);
for i in 0..num {
@@ -133,11 +125,9 @@ fn create_revolute_joints(
let mut handles = [curr_parent; 4];
for k in 0..4 {
let rigid_body = RigidBodyBuilder::new_dynamic()
.position(positions[k])
.build();
let rigid_body = RigidBodyBuilder::new_dynamic().position(positions[k]);
handles[k] = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, handles[k], bodies);
}
@@ -166,63 +156,41 @@ fn create_revolute_joints_with_limits(
impulse_joints: &mut ImpulseJointSet,
origin: Point<f32>,
) {
let ground = bodies.insert(
RigidBodyBuilder::new_static()
.translation(origin.coords)
.build(),
);
let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
let platform1 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords)
.build(),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
platform1,
bodies,
);
let platform1 = bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords));
colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform1, bodies);
let shift = vector![0.0, 0.0, 6.0];
let platform2 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords + shift)
.build(),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
platform2,
bodies,
);
let platform2 =
bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords + shift));
colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform2, bodies);
let z = Vector::z_axis();
let mut joint1 = RevoluteJoint::new(z).limit_axis(JointAxis::X, [-0.2, 0.2]);
let mut joint1 = RevoluteJoint::new(z).limits(JointAxis::X, [-0.2, 0.2]);
impulse_joints.insert(ground, platform1, joint1);
let mut joint2 = RevoluteJoint::new(z)
.local_anchor2(shift.into())
.limit_axis(JointAxis::Z, [-0.2, 0.2]);
.limits(JointAxis::Z, [-0.2, 0.2]);
impulse_joints.insert(platform1, platform2, joint2);
// Lets add a couple of cuboids that will fall on the platforms, triggering the joint limits.
let cuboid_body1 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords + vector![-2.0, 4.0, 0.0])
.build(),
RigidBodyBuilder::new_dynamic().translation(origin.coords + vector![-2.0, 4.0, 0.0]),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0).build(),
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
cuboid_body1,
bodies,
);
let cuboid_body2 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords + shift + vector![2.0, 16.0, 0.0])
.build(),
.translation(origin.coords + shift + vector![2.0, 16.0, 0.0]),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0).build(),
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
cuboid_body2,
bodies,
);
@@ -254,22 +222,20 @@ fn create_fixed_joints(
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(vector![
origin.x + fk * shift,
origin.y,
origin.z + fi * shift
])
.build();
let rigid_body = RigidBodyBuilder::new(status).translation(vector![
origin.x + fk * shift,
origin.y,
origin.z + fi * shift
]);
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad).build();
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, child_handle, bodies);
// Vertical joint.
if i > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint = JointData::fixed().local_anchor2(point![0.0, 0.0, -shift]);
let joint = GenericJoint::fixed().local_anchor2(point![0.0, 0.0, -shift]);
impulse_joints.insert(parent_handle, child_handle, joint);
}
@@ -277,7 +243,7 @@ fn create_fixed_joints(
if k > 0 {
let parent_index = body_handles.len() - 1;
let parent_handle = body_handles[parent_index];
let joint = JointData::fixed().local_anchor2(point![-shift, 0.0, 0.0]);
let joint = GenericJoint::fixed().local_anchor2(point![-shift, 0.0, 0.0]);
impulse_joints.insert(parent_handle, child_handle, joint);
}
@@ -308,17 +274,19 @@ fn create_ball_joints(
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(vector![fk * shift, 0.0, fi * shift * 2.0])
.build();
let rigid_body = RigidBodyBuilder::new(status).translation(vector![
fk * shift,
0.0,
fi * shift * 2.0
]);
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_z(rad * 1.25, rad).build();
let collider = ColliderBuilder::capsule_z(rad * 1.25, rad);
colliders.insert_with_parent(collider, child_handle, bodies);
// Vertical joint.
if i > 0 {
let parent_handle = *body_handles.last().unwrap();
let joint = JointData::ball().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
let joint = GenericJoint::ball().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
impulse_joints.insert(parent_handle, child_handle, joint);
}
@@ -326,7 +294,7 @@ fn create_ball_joints(
if k > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint = JointData::ball().local_anchor2(point![-shift, 0.0, 0.0]);
let joint = GenericJoint::ball().local_anchor2(point![-shift, 0.0, 0.0]);
impulse_joints.insert(parent_handle, child_handle, joint);
}
@@ -343,45 +311,29 @@ fn create_ball_joints_with_limits(
) {
let shift = vector![0.0, 0.0, 3.0];
let ground = bodies.insert(
RigidBodyBuilder::new_static()
.translation(origin.coords)
.build(),
);
let ground = bodies.insert(RigidBodyBuilder::new_static().translation(origin.coords));
let ball1 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords + shift)
.linvel(vector![20.0, 20.0, 0.0])
.build(),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
ball1,
bodies,
.linvel(vector![20.0, 20.0, 0.0]),
);
colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball1, bodies);
let ball2 = bodies.insert(
RigidBodyBuilder::new_dynamic()
.translation(origin.coords + shift * 2.0)
.build(),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
ball2,
bodies,
);
let ball2 =
bodies.insert(RigidBodyBuilder::new_dynamic().translation(origin.coords + shift * 2.0));
colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball2, bodies);
let mut joint1 = JointData::ball()
let mut joint1 = GenericJoint::ball()
.local_anchor2(Point::from(-shift))
.limit_axis(JointAxis::X, [-0.2, 0.2])
.limit_axis(JointAxis::Y, [-0.2, 0.2]);
.limits(JointAxis::X, [-0.2, 0.2])
.limits(JointAxis::Y, [-0.2, 0.2]);
impulse_joints.insert(ground, ball1, joint1);
let mut joint2 = JointData::ball()
let mut joint2 = GenericJoint::ball()
.local_anchor2(Point::from(-shift))
.limit_axis(JointAxis::X, [-0.3, 0.3])
.limit_axis(JointAxis::Y, [-0.3, 0.3]);
.limits(JointAxis::X, [-0.3, 0.3])
.limits(JointAxis::Y, [-0.3, 0.3]);
impulse_joints.insert(ball1, ball2, joint2);
}
@@ -418,26 +370,28 @@ fn create_actuated_revolute_joints(
let rigid_body = RigidBodyBuilder::new(status)
.translation(vector![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();
let collider = ColliderBuilder::cuboid(rad * 2.0, rad * 6.0 / (fi + 1.0), rad);
colliders.insert_with_parent(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template.clone();
let mut joint = joint_template
.clone()
.motor_model(MotorModel::AccelerationBased);
if i % 3 == 1 {
joint = joint.motor_velocity(JointAxis::AngX, -20.0, 0.1);
joint.set_motor_velocity(JointAxis::AngX, -20.0, 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint = joint.motor_position(JointAxis::AngX, 3.14 / 2.0, stiffness, damping);
jointset_.motor_position(JointAxis::AngX, 3.14 / 2.0, stiffness, damping);
}
if i == 1 {
joint.local_frame2.translation.vector.y = 2.0;
joint = joint.motor_velocity(JointAxis::AngX, -2.0, 0.1);
joint.set_motor_velocity(JointAxis::AngX, -2.0, 0.1);
}
impulse_joints.insert(parent_handle, child_handle, joint);
@@ -458,7 +412,7 @@ fn create_actuated_ball_joints(
let shift = 2.0;
// We will reuse this base configuration for all the impulse_joints here.
let joint_template = JointData::ball().local_anchor1(point![0.0, 0.0, shift]);
let joint_template = GenericJoint::ball().local_anchor1(point![0.0, 0.0, shift]);
let mut parent_handle = RigidBodyHandle::invalid();
@@ -477,10 +431,10 @@ fn create_actuated_ball_joints(
let rigid_body = RigidBodyBuilder::new(status)
.translation(vector![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();
let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad);
colliders.insert_with_parent(collider, child_handle, bodies);
if i > 0 {
@@ -516,40 +470,40 @@ pub fn init_world(testbed: &mut Testbed) {
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
create_prismatic_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![20.0, 5.0, 0.0],
4,
);
create_actuated_prismatic_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![25.0, 5.0, 0.0],
4,
);
create_revolute_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![20.0, 0.0, 0.0],
3,
);
create_revolute_joints_with_limits(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![34.0, 0.0, 0.0],
);
create_fixed_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![0.0, 10.0, 0.0],
10,
);
// create_prismatic_joints(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![20.0, 5.0, 0.0],
// 4,
// );
// create_actuated_prismatic_joints(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![25.0, 5.0, 0.0],
// 4,
// );
// create_revolute_joints(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![20.0, 0.0, 0.0],
// 3,
// );
// create_revolute_joints_with_limits(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![34.0, 0.0, 0.0],
// );
// create_fixed_joints(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![0.0, 10.0, 0.0],
// 10,
// );
create_actuated_revolute_joints(
&mut bodies,
&mut colliders,
@@ -557,20 +511,20 @@ pub fn init_world(testbed: &mut Testbed) {
point![20.0, 10.0, 0.0],
6,
);
create_actuated_ball_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![13.0, 10.0, 0.0],
3,
);
create_ball_joints(&mut bodies, &mut colliders, &mut impulse_joints, 15);
create_ball_joints_with_limits(
&mut bodies,
&mut colliders,
&mut impulse_joints,
point![-5.0, 0.0, 0.0],
);
// create_actuated_ball_joints(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![13.0, 10.0, 0.0],
// 3,
// );
// create_ball_joints(&mut bodies, &mut colliders, &mut impulse_joints, 15);
// create_ball_joints_with_limits(
// &mut bodies,
// &mut colliders,
// &mut impulse_joints,
// point![-5.0, 0.0, 0.0],
// );
/*
* Set up the testbed.