Files
rapier/examples3d/joints3.rs
2021-04-13 11:44:34 +02:00

480 lines
14 KiB
Rust

use na::{Isometry3, Point3, Unit, UnitQuaternion, Vector3};
use rapier3d::dynamics::{
BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder,
RigidBodyHandle, RigidBodySet,
};
use rapier3d::geometry::{ColliderBuilder, ColliderSet};
use rapier_testbed3d::Testbed;
fn create_prismatic_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(origin.x, origin.y, origin.z)
.build();
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(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(origin.x, origin.y, z)
.build();
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
} else {
Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
};
let z = Vector3::z();
let mut prism = PrismaticJoint::new(
Point3::new(0.0, 0.0, 0.0),
axis,
z,
Point3::new(0.0, 0.0, -shift),
axis,
z,
);
prism.limits_enabled = true;
prism.limits[0] = -2.0;
prism.limits[1] = 2.0;
joints.insert(bodies, curr_parent, curr_child, prism);
curr_parent = curr_child;
}
}
fn create_actuated_prismatic_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(origin.x, origin.y, origin.z)
.build();
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(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(origin.x, origin.y, z)
.build();
let curr_child = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(collider, curr_child, bodies);
let axis = if i % 2 == 0 {
Unit::new_normalize(Vector3::new(1.0, 1.0, 0.0))
} else {
Unit::new_normalize(Vector3::new(-1.0, 1.0, 0.0))
};
let z = Vector3::z();
let mut prism = PrismaticJoint::new(
Point3::new(0.0, 0.0, 0.0),
axis,
z,
Point3::new(0.0, 0.0, -shift),
axis,
z,
);
if i == 1 {
prism.configure_motor_velocity(1.0, 1.0);
prism.limits_enabled = true;
prism.limits[1] = 5.0;
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
prism.motor_max_impulse = 1.0;
} else if i > 1 {
prism.configure_motor_position(2.0, 0.01, 1.0);
} else {
prism.configure_motor_velocity(1.0, 1.0);
// We set a max impulse so that the motor doesn't fight
// the limits with large forces.
prism.motor_max_impulse = 0.7;
prism.limits_enabled = true;
prism.limits[0] = -2.0;
prism.limits[1] = 5.0;
}
joints.insert(bodies, curr_parent, curr_child, prism);
curr_parent = curr_child;
}
}
fn create_revolute_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
let ground = RigidBodyBuilder::new_static()
.translation(origin.x, origin.y, 0.0)
.build();
let mut curr_parent = bodies.insert(ground);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(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 = [
Isometry3::translation(origin.x, origin.y, z),
Isometry3::translation(origin.x + shift, origin.y, z),
Isometry3::translation(origin.x + shift, origin.y, z + shift),
Isometry3::translation(origin.x, origin.y, z + shift),
];
let mut handles = [curr_parent; 4];
for k in 0..4 {
let rigid_body = RigidBodyBuilder::new_dynamic()
.position(positions[k])
.build();
handles[k] = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
colliders.insert(collider, handles[k], bodies);
}
// Setup four joints.
let o = Point3::origin();
let x = Vector3::x_axis();
let z = Vector3::z_axis();
let revs = [
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
RevoluteJoint::new(o, x, Point3::new(-shift, 0.0, 0.0), x),
RevoluteJoint::new(o, z, Point3::new(0.0, 0.0, -shift), z),
RevoluteJoint::new(o, x, Point3::new(shift, 0.0, 0.0), x),
];
joints.insert(bodies, curr_parent, handles[0], revs[0]);
joints.insert(bodies, handles[0], handles[1], revs[1]);
joints.insert(bodies, handles[1], handles[2], revs[2]);
joints.insert(bodies, handles[2], handles[3], revs[3]);
curr_parent = handles[3];
}
}
fn create_fixed_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
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;
// 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) {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(origin.x + fk * shift, origin.y, origin.z + fi * shift)
.build();
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad).build();
colliders.insert(collider, child_handle, bodies);
// Vertical joint.
if i > 0 {
let parent_handle = *body_handles.last().unwrap();
let joint = FixedJoint::new(
Isometry3::identity(),
Isometry3::translation(0.0, 0.0, -shift),
);
joints.insert(bodies, parent_handle, child_handle, joint);
}
// Horizontal joint.
if k > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint = FixedJoint::new(
Isometry3::identity(),
Isometry3::translation(-shift, 0.0, 0.0),
);
joints.insert(bodies, parent_handle, child_handle, joint);
}
body_handles.push(child_handle);
}
}
}
fn create_ball_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
num: usize,
) {
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) {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(fk * shift, 0.0, fi * shift * 2.0)
.build();
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_z(rad * 1.25, rad).build();
colliders.insert(collider, child_handle, bodies);
// Vertical joint.
if i > 0 {
let parent_handle = *body_handles.last().unwrap();
let joint = BallJoint::new(Point3::origin(), Point3::new(0.0, 0.0, -shift * 2.0));
joints.insert(bodies, parent_handle, child_handle, joint);
}
// Horizontal joint.
if k > 0 {
let parent_index = body_handles.len() - num;
let parent_handle = body_handles[parent_index];
let joint = BallJoint::new(Point3::origin(), Point3::new(-shift, 0.0, 0.0));
joints.insert(bodies, parent_handle, child_handle, joint);
}
body_handles.push(child_handle);
}
}
}
fn create_actuated_revolute_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the joints here.
let joint_template = RevoluteJoint::new(
Point3::origin(),
Vector3::z_axis(),
Point3::new(0.0, 0.0, -shift),
Vector3::z_axis(),
);
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 {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let shifty = (i >= 1) as u32 as f32 * -2.0;
let rigid_body = RigidBodyBuilder::new(status)
.translation(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();
colliders.insert(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template.clone();
if i % 3 == 1 {
joint.configure_motor_velocity(-20.0, 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint.configure_motor_position(3.14 / 2.0, stiffness, damping);
}
if i == 1 {
joint.local_anchor2.y = 2.0;
joint.configure_motor_velocity(-2.0, 0.1);
}
joints.insert(bodies, parent_handle, child_handle, joint);
}
parent_handle = child_handle;
}
}
fn create_actuated_ball_joints(
bodies: &mut RigidBodySet,
colliders: &mut ColliderSet,
joints: &mut JointSet,
origin: Point3<f32>,
num: usize,
) {
let rad = 0.4;
let shift = 2.0;
// We will reuse this base configuration for all the joints here.
let joint_template = BallJoint::new(Point3::new(0.0, 0.0, shift), Point3::origin());
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 {
BodyStatus::Static
} else {
BodyStatus::Dynamic
};
let rigid_body = RigidBodyBuilder::new(status)
.translation(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();
colliders.insert(collider, child_handle, bodies);
if i > 0 {
let mut joint = joint_template.clone();
if i == 1 {
joint.configure_motor_velocity(Vector3::new(0.0, 0.5, -2.0), 0.1);
} else if i == num - 1 {
let stiffness = 0.2;
let damping = 1.0;
joint.configure_motor_position(
UnitQuaternion::new(Vector3::new(0.0, 1.0, 3.14 / 2.0)),
stiffness,
damping,
);
}
joints.insert(bodies, parent_handle, child_handle, joint);
}
parent_handle = child_handle;
}
}
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut joints = JointSet::new();
create_prismatic_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(20.0, 5.0, 0.0),
4,
);
create_actuated_prismatic_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(25.0, 5.0, 0.0),
4,
);
create_revolute_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(20.0, 0.0, 0.0),
3,
);
create_fixed_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(0.0, 10.0, 0.0),
10,
);
create_actuated_revolute_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(20.0, 10.0, 0.0),
6,
);
create_actuated_ball_joints(
&mut bodies,
&mut colliders,
&mut joints,
Point3::new(13.0, 10.0, 0.0),
3,
);
create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, joints);
testbed.look_at(Point3::new(15.0, 5.0, 42.0), Point3::new(13.0, 1.0, 1.0));
}
fn main() {
let testbed = Testbed::from_builders(0, vec![("Joints", init_world)]);
testbed.run()
}