Files
rapier/examples3d/vehicle_joints3.rs

244 lines
8.5 KiB
Rust

use rapier_testbed3d::{KeyCode, Testbed};
use rapier3d::prelude::*;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground.
*/
let ground_size = Vector::new(60.0, 0.4, 60.0);
let nsubdivs = 100;
let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
-(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
- (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
});
let collider = ColliderBuilder::heightfield(heights, ground_size)
.translation(vector![-7.0, 0.0, 0.0])
.friction(1.0);
colliders.insert(collider);
/*
* Vehicle we will control manually, simulated using joints.
* Strongly inspired from https://github.com/h3r2tic/cornell-mcray/blob/main/src/car.rs (MIT/Apache license).
*/
const CAR_GROUP: Group = Group::GROUP_1;
let wheel_params = [
vector![0.6874, 0.2783, -0.7802],
vector![-0.6874, 0.2783, -0.7802],
vector![0.64, 0.2783, 1.0254],
vector![-0.64, 0.2783, 1.0254],
];
// TODO: lower center of mass?
// let mut center_of_mass = wheel_params.iter().sum().unwrap() / 4.0;
// center_of_mass.y = 0.0;
let suspension_height = 0.12;
let max_steering_angle = 35.0f32.to_radians();
let drive_strength = 1.0;
let wheel_radius = 0.28;
let car_position = point![0.0, wheel_radius + suspension_height, 0.0];
let body_position_in_car_space = vector![0.0, 0.4739, 0.0];
let body_position = car_position + body_position_in_car_space;
let body_co = ColliderBuilder::cuboid(0.65, 0.3, 0.9)
.density(100.0)
.collision_groups(InteractionGroups::new(
CAR_GROUP,
!CAR_GROUP,
InteractionTestMode::And,
));
let body_rb = RigidBodyBuilder::dynamic()
.pose(body_position.into())
.build();
let body_handle = bodies.insert(body_rb);
colliders.insert_with_parent(body_co, body_handle, &mut bodies);
let mut steering_joints = vec![];
let mut motor_joints = vec![];
for (wheel_id, wheel_pos_in_car_space) in wheel_params.into_iter().enumerate() {
let is_front = wheel_id >= 2;
let wheel_center = car_position + wheel_pos_in_car_space;
let axle_mass_props = MassProperties::from_ball(100.0, wheel_radius);
let axle_rb = RigidBodyBuilder::dynamic()
.pose(wheel_center.into())
.additional_mass_properties(axle_mass_props);
let axle_handle = bodies.insert(axle_rb);
// This is a fake cylinder collider that we add only because our testbed can
// only render colliders. Setting it as sensor makes it show up as wireframe.
let wheel_fake_co = ColliderBuilder::cylinder(wheel_radius / 2.0, wheel_radius)
.rotation(Vector::z() * std::f32::consts::FRAC_PI_2)
.sensor(true)
.density(0.0)
.collision_groups(InteractionGroups::none());
// The actual wheel collider. Simulating the wheel as a ball is interesting as it
// is mathematically simpler than a cylinder and cheaper to compute for collision-detection.
let wheel_co = ColliderBuilder::ball(wheel_radius)
.density(100.0)
.collision_groups(InteractionGroups::new(
CAR_GROUP,
!CAR_GROUP,
InteractionTestMode::And,
))
.friction(1.0);
let wheel_rb = RigidBodyBuilder::dynamic().pose(wheel_center.into());
let wheel_handle = bodies.insert(wheel_rb);
colliders.insert_with_parent(wheel_co, wheel_handle, &mut bodies);
colliders.insert_with_parent(wheel_fake_co, wheel_handle, &mut bodies);
let suspension_attachment_in_body_space =
wheel_pos_in_car_space - body_position_in_car_space;
// Suspension between the body and the axle.
let mut locked_axes = JointAxesMask::LIN_X
| JointAxesMask::LIN_Z
| JointAxesMask::ANG_X
| JointAxesMask::ANG_Z;
if !is_front {
locked_axes |= JointAxesMask::ANG_Y;
}
let mut suspension_joint = GenericJointBuilder::new(locked_axes)
.limits(JointAxis::LinY, [0.0, suspension_height])
.motor_position(JointAxis::LinY, 0.0, 1.0e4, 1.0e3)
.local_anchor1(suspension_attachment_in_body_space.into());
if is_front {
suspension_joint =
suspension_joint.limits(JointAxis::AngY, [-max_steering_angle, max_steering_angle]);
}
let body_axle_joint_handle =
impulse_joints.insert(body_handle, axle_handle, suspension_joint, true);
// Joint between the axle and the wheel.
let wheel_joint = RevoluteJointBuilder::new(Vector::x_axis());
let wheel_joint_handle =
impulse_joints.insert(axle_handle, wheel_handle, wheel_joint, true);
if is_front {
steering_joints.push(body_axle_joint_handle);
motor_joints.push(wheel_joint_handle);
}
}
/*
* Callback to control the wheels motors.
*/
testbed.add_callback(move |gfx, physics, _, _| {
let Some(gfx) = gfx else { return };
let mut thrust = 0.0;
let mut steering = 0.0;
let mut boost = 1.0;
for key in gfx.keys().get_pressed() {
match *key {
KeyCode::ArrowRight => {
steering = -1.0;
}
KeyCode::ArrowLeft => {
steering = 1.0;
}
KeyCode::ArrowUp => {
thrust = -drive_strength;
}
KeyCode::ArrowDown => {
thrust = drive_strength;
}
KeyCode::ShiftRight => {
boost = 1.5;
}
_ => {}
}
}
let mut should_wake_up = false;
if thrust != 0.0 || steering != 0.0 {
should_wake_up = true;
}
// Apply steering to the axles.
for steering_handle in &steering_joints {
let steering_joint = physics
.impulse_joints
.get_mut(*steering_handle, should_wake_up)
.unwrap();
steering_joint.data.set_motor_position(
JointAxis::AngY,
max_steering_angle * steering,
1.0e4,
1.0e3,
);
}
// Apply thrust.
// Pseudo-differential adjusting speed of engines depending on steering arc
// Higher values result in more drifty behavior.
let differential_strength = 0.5;
let sideways_shift = (max_steering_angle * steering).sin() * differential_strength;
let speed_diff = if sideways_shift > 0.0 {
f32::hypot(1.0, sideways_shift)
} else {
1.0 / f32::hypot(1.0, sideways_shift)
};
let ms = [1.0 / speed_diff, speed_diff];
for (motor_handle, &ms) in motor_joints.iter().copied().zip(ms.iter()) {
let motor_joint = physics
.impulse_joints
.get_mut(motor_handle, should_wake_up)
.unwrap();
motor_joint.data.set_motor_velocity(
JointAxis::AngX,
-30.0 * thrust * ms * boost,
1.0e2,
);
}
});
/*
* Create some cubes on the ground.
*/
// let num = 8;
// let rad = 0.1;
//
// let shift = rad * 2.0;
// let centerx = shift * (num / 2) as f32;
// let centery = rad;
//
// for j in 0usize..1 {
// for k in 0usize..4 {
// for i in 0..num {
// let x = i as f32 * shift - centerx;
// let y = j as f32 * shift + centery;
// let z = k as f32 * shift + centerx;
//
// let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
// let handle = bodies.insert(rigid_body);
// let collider = ColliderBuilder::cuboid(rad, rad, rad);
// colliders.insert_with_parent(collider, handle, &mut bodies);
// }
// }
// }
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
}