Files
rapier/examples3d/joints3.rs
Sébastien Crozet 0b7c3b34ec feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
2026-01-09 17:26:36 +01:00

691 lines
23 KiB
Rust

use rapier_testbed3d::Testbed;
use rapier3d::prelude::*;
fn create_coupled_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
use_articulations: bool,
) {
let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin));
let body1 = bodies.insert(
RigidBodyBuilder::dynamic()
.translation(origin)
.linvel(Vector::new(5.0, 5.0, 5.0)),
);
colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), body1, bodies);
let joint1 = GenericJointBuilder::new(JointAxesMask::empty())
.limits(JointAxis::LinX, [-3.0, 3.0])
.limits(JointAxis::LinY, [0.0, 3.0])
.coupled_axes(JointAxesMask::LIN_Y | JointAxesMask::LIN_Z);
if use_articulations {
multibody_joints.insert(ground, body1, joint1, true);
} else {
impulse_joints.insert(ground, body1, joint1, true);
}
}
fn create_prismatic_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::fixed().translation(origin);
let mut curr_parent = bodies.insert(ground);
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::dynamic().translation(Vector::new(origin.x, origin.y, z));
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
Vector::new(1.0f32, 1.0, 0.0).normalize()
} else {
Vector::new(-1.0f32, 1.0, 0.0).normalize()
};
let prism = PrismaticJointBuilder::new(axis)
.local_anchor1(Vector::new(0.0, 0.0, 0.0))
.local_anchor2(Vector::new(0.0, 0.0, -shift))
.limits([-2.0, 2.0]);
if use_articulations {
multibody_joints.insert(curr_parent, curr_child, prism, true);
} else {
impulse_joints.insert(curr_parent, curr_child, prism, true);
}
curr_parent = curr_child;
}
}
fn create_actuated_prismatic_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::fixed().translation(origin);
let mut curr_parent = bodies.insert(ground);
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::dynamic().translation(Vector::new(origin.x, origin.y, z));
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
Vector::new(1.0, 1.0, 0.0).normalize()
} else {
Vector::new(-1.0, 1.0, 0.0).normalize()
};
let mut prism = PrismaticJointBuilder::new(axis)
.local_anchor1(Vector::new(0.0, 0.0, shift))
.local_anchor2(Vector::new(0.0, 0.0, 0.0))
.build();
if i == 0 {
prism
.set_motor_velocity(2.0, 1.0e5)
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
.set_limits([-2.0, 5.0])
.set_motor_max_force(100.0);
} else if i == 1 {
prism
.set_limits([-Real::MAX, 5.0])
.set_motor_velocity(6.0, 1.0e3)
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
.set_motor_max_force(100.0);
} else if i > 1 {
prism
.set_motor_position(2.0, 1.0e3, 1.0e2)
.set_motor_max_force(60.0);
}
if use_articulations {
multibody_joints.insert(curr_parent, curr_child, prism, true);
} else {
impulse_joints.insert(curr_parent, curr_child, prism, true);
}
curr_parent = curr_child;
}
}
fn create_revolute_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::fixed().translation(Vector::new(origin.x, origin.y, 0.0));
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, curr_parent, bodies);
for i in 0..num {
// Create four bodies.
let z = origin.z + i as f32 * shift * 2.0 + shift;
let positions = [
Pose::from_translation(Vector::new(origin.x, origin.y, z)),
Pose::from_translation(Vector::new(origin.x + shift, origin.y, z)),
Pose::from_translation(Vector::new(origin.x + shift, origin.y, z + shift)),
Pose::from_translation(Vector::new(origin.x, origin.y, z + shift)),
];
let mut handles = [curr_parent; 4];
for k in 0..4 {
let rigid_body = RigidBodyBuilder::dynamic().pose(positions[k]);
handles[k] = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
colliders.insert_with_parent(collider, handles[k], bodies);
}
// Setup four impulse_joints.
let x = Vector::X;
let z = Vector::Z;
let revs = [
RevoluteJointBuilder::new(z).local_anchor2(Vector::new(0.0, 0.0, -shift)),
RevoluteJointBuilder::new(x).local_anchor2(Vector::new(-shift, 0.0, 0.0)),
RevoluteJointBuilder::new(z).local_anchor2(Vector::new(0.0, 0.0, -shift)),
RevoluteJointBuilder::new(x).local_anchor2(Vector::new(shift, 0.0, 0.0)),
];
if use_articulations {
multibody_joints.insert(curr_parent, handles[0], revs[0], true);
multibody_joints.insert(handles[0], handles[1], revs[1], true);
multibody_joints.insert(handles[1], handles[2], revs[2], true);
multibody_joints.insert(handles[2], handles[3], revs[3], true);
} else {
impulse_joints.insert(curr_parent, handles[0], revs[0], true);
impulse_joints.insert(handles[0], handles[1], revs[1], true);
impulse_joints.insert(handles[1], handles[2], revs[2], true);
impulse_joints.insert(handles[2], handles[3], revs[3], true);
}
curr_parent = handles[3];
}
}
fn create_revolute_joints_with_limits(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
use_articulations: bool,
) {
let origin_v = origin;
let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin_v));
let platform1 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin_v));
colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform1, bodies);
let shift = Vector::new(0.0, 0.0, 6.0);
let platform2 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin_v + shift));
colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform2, bodies);
let z = Vector::Z;
let joint1 = RevoluteJointBuilder::new(z).limits([-0.2, 0.2]);
// let joint1 = GenericJointBuilder::new(JointAxesMask::X | JointAxesMask::Y | JointAxesMask::Z)
// .local_axis1(z)
// .local_axis2(z)
// .limits(JointAxis::AngX, [-0.2, 0.2])
// .limits(JointAxis::AngY, [0.0, 0.4])
// .limits(JointAxis::AngZ, [0.0, 0.4])
// .coupled_axes(JointAxesMask::ANG_Y | JointAxesMask::ANG_Z);
if use_articulations {
multibody_joints.insert(ground, platform1, joint1, true);
} else {
impulse_joints.insert(ground, platform1, joint1, true);
}
let joint2 = RevoluteJointBuilder::new(z)
.local_anchor2(-shift)
.limits([-0.2, 0.2]);
// let joint2 = GenericJointBuilder::new(JointAxesMask::X | JointAxesMask::Y | JointAxesMask::Z)
// .local_axis1(z)
// .local_axis2(z)
// .local_anchor2(-Point::from(shift))
// .limits(JointAxis::AngX, [-0.2, 0.2])
// .limits(JointAxis::AngY, [0.0, 0.4])
// .limits(JointAxis::AngZ, [0.0, 0.4])
// .coupled_axes(JointAxesMask::ANG_Y | JointAxesMask::ANG_Z);
if use_articulations {
multibody_joints.insert(platform1, platform2, joint2, true);
} else {
impulse_joints.insert(platform1, platform2, joint2, true);
}
// Let's add a couple of cuboids that will fall on the platforms, triggering the joint limits.
let cuboid_body1 = bodies
.insert(RigidBodyBuilder::dynamic().translation(origin_v + Vector::new(-2.0, 4.0, 0.0)));
colliders.insert_with_parent(
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
cuboid_body1,
bodies,
);
let cuboid_body2 = bodies.insert(
RigidBodyBuilder::dynamic().translation(origin_v + shift + Vector::new(2.0, 16.0, 0.0)),
);
colliders.insert_with_parent(
ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0),
cuboid_body2,
bodies,
);
}
fn create_fixed_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 1.0;
let mut body_handles = Vec::new();
for i in 0..num {
for k in 0..num {
let fk = k as f32;
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 && (k % 4 == 0 && k != num - 2 || k == num - 1) {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status).translation(Vector::new(
origin.x + fk * shift,
origin.y,
origin.z + fi * shift,
));
let child_handle = bodies.insert(rigid_body);
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 = FixedJointBuilder::new().local_anchor2(Vector::new(0.0, 0.0, -shift));
if use_articulations {
multibody_joints.insert(parent_handle, child_handle, joint, true);
} else {
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
}
// Horizontal joint.
if k > 0 {
let parent_index = body_handles.len() - 1;
let parent_handle = body_handles[parent_index];
let joint = FixedJointBuilder::new().local_anchor2(Vector::new(-shift, 0.0, 0.0));
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
body_handles.push(child_handle);
}
}
}
fn create_spherical_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 1.0;
let mut body_handles = Vec::new();
for k in 0..num {
for i in 0..num {
let fk = k as f32;
let fi = i as f32;
let status = if i == 0 && (k % 4 == 0 || k == num - 1) {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status).translation(Vector::new(
fk * shift,
0.0,
fi * shift * 2.0,
));
let child_handle = bodies.insert(rigid_body);
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 =
SphericalJointBuilder::new().local_anchor2(Vector::new(0.0, 0.0, -shift * 2.0));
if use_articulations {
multibody_joints.insert(parent_handle, child_handle, joint, true);
} else {
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
}
// Horizontal joint.
if k > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint =
SphericalJointBuilder::new().local_anchor2(Vector::new(-shift, 0.0, 0.0));
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
body_handles.push(child_handle);
}
}
}
fn create_spherical_joints_with_limits(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
use_articulations: bool,
) {
let shift = Vector::new(0.0, 0.0, 3.0);
let origin_v = origin;
let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin_v));
let ball1 = bodies.insert(
RigidBodyBuilder::dynamic()
.translation(origin_v + shift)
.linvel(Vector::new(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::dynamic().translation(origin_v + shift * 2.0));
colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball2, bodies);
let joint1 = SphericalJointBuilder::new()
.local_anchor2(-shift)
.limits(JointAxis::LinX, [-0.2, 0.2])
.limits(JointAxis::LinY, [-0.2, 0.2]);
let joint2 = SphericalJointBuilder::new()
.local_anchor2(-shift)
.limits(JointAxis::LinX, [-0.3, 0.3])
.limits(JointAxis::LinY, [-0.3, 0.3]);
if use_articulations {
multibody_joints.insert(ground, ball1, joint1, true);
multibody_joints.insert(ball1, ball2, joint2, true);
} else {
impulse_joints.insert(ground, ball1, joint1, true);
impulse_joints.insert(ball1, ball2, joint2, true);
}
}
fn create_actuated_revolute_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the impulse_joints here.
let z = Vector::Z;
let joint_template = RevoluteJointBuilder::new(z).local_anchor2(Vector::new(0.0, 0.0, -shift));
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 {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let shifty = (i >= 1) as u32 as f32 * -2.0;
let rigid_body = RigidBodyBuilder::new(status)
.translation(Vector::new(origin.x, origin.y + shifty, origin.z + fi * shift))
// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
;
let child_handle = bodies.insert(rigid_body);
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.motor_model(MotorModel::AccelerationBased);
if i % 3 == 1 {
joint = joint.motor_velocity(-20.0, 100.0);
} else if i == num - 1 {
let stiffness = 200.0;
let damping = 100.0;
joint = joint.motor_position(std::f32::consts::FRAC_PI_2, stiffness, damping);
}
if i == 1 {
joint = joint
.local_anchor2(Vector::new(0.0, 2.0, -shift))
.motor_velocity(-2.0, 1000.0);
}
if use_articulations {
multibody_joints.insert(parent_handle, child_handle, joint, true);
} else {
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
}
parent_handle = child_handle;
}
}
fn create_actuated_spherical_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
impulse_joints: &mut ImpulseJointSet,
multibody_joints: &mut MultibodyJointSet,
origin: Vector,
num: usize,
use_articulations: bool,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the impulse_joints here.
let joint_template = SphericalJointBuilder::new().local_anchor1(Vector::new(0.0, 0.0, shift));
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 {
RigidBodyType::Fixed
} else {
RigidBodyType::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(Vector::new(origin.x, origin.y, origin.z + fi * shift))
// .rotation(Vector3::new(0.0, fi * 1.1, 0.0))
;
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad);
colliders.insert_with_parent(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template;
if i == 1 {
joint = joint
.motor_velocity(JointAxis::AngX, 0.0, 0.1)
.motor_velocity(JointAxis::AngY, 0.5, 0.1)
.motor_velocity(JointAxis::AngZ, -2.0, 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint = joint
.motor_position(JointAxis::AngX, 0.0, stiffness, damping)
.motor_position(JointAxis::AngY, 1.0, stiffness, damping)
.motor_position(
JointAxis::AngZ,
std::f32::consts::FRAC_PI_2,
stiffness,
damping,
);
}
if use_articulations {
multibody_joints.insert(parent_handle, child_handle, joint, true);
} else {
impulse_joints.insert(parent_handle, child_handle, joint, true);
}
}
parent_handle = child_handle;
}
}
fn do_init_world(testbed: &mut Testbed, use_articulations: bool) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let mut multibody_joints = MultibodyJointSet::new();
create_prismatic_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(20.0, 5.0, 0.0),
4,
use_articulations,
);
create_actuated_prismatic_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(25.0, 5.0, 0.0),
4,
use_articulations,
);
create_revolute_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(20.0, 0.0, 0.0),
3,
use_articulations,
);
create_revolute_joints_with_limits(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(34.0, 0.0, 0.0),
use_articulations,
);
create_fixed_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(0.0, 10.0, 0.0),
10,
use_articulations,
);
create_actuated_revolute_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(20.0, 10.0, 0.0),
6,
use_articulations,
);
create_actuated_spherical_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(13.0, 10.0, 0.0),
3,
use_articulations,
);
create_spherical_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
15,
use_articulations,
);
create_spherical_joints_with_limits(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(-5.0, 0.0, 0.0),
use_articulations,
);
create_coupled_joints(
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
Vector::new(0.0, 20.0, 0.0),
use_articulations,
);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec3::new(15.0, 5.0, 42.0), Vec3::new(13.0, 1.0, 1.0));
}
pub fn init_world_with_joints(testbed: &mut Testbed) {
do_init_world(testbed, false)
}
pub fn init_world_with_articulations(testbed: &mut Testbed) {
do_init_world(testbed, true)
}