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| author | Sébastien Crozet <developer@crozet.re> | 2022-01-02 14:47:40 +0100 |
|---|---|---|
| committer | Sébastien Crozet <developer@crozet.re> | 2022-01-02 16:58:36 +0100 |
| commit | f74b8401ad9ef50b8cdbf1f43a2b21f6c42b0ebc (patch) | |
| tree | 53ac492fea5942a7d466f58a0095f39505674ea4 /examples3d/joints3.rs | |
| parent | b45d4b5ac2b31856c15e802b31e288a58940cbf2 (diff) | |
| download | rapier-f74b8401ad9ef50b8cdbf1f43a2b21f6c42b0ebc.tar.gz rapier-f74b8401ad9ef50b8cdbf1f43a2b21f6c42b0ebc.tar.bz2 rapier-f74b8401ad9ef50b8cdbf1f43a2b21f6c42b0ebc.zip | |
Implement multibody joints and the new solver
Diffstat (limited to 'examples3d/joints3.rs')
| -rw-r--r-- | examples3d/joints3.rs | 248 |
1 files changed, 106 insertions, 142 deletions
diff --git a/examples3d/joints3.rs b/examples3d/joints3.rs index 11cd533..02aa5f9 100644 --- a/examples3d/joints3.rs +++ b/examples3d/joints3.rs @@ -4,7 +4,7 @@ use rapier_testbed3d::Testbed; fn create_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, num: usize, ) { @@ -28,25 +28,17 @@ fn create_prismatic_joints( colliders.insert_with_parent(collider, curr_child, bodies); let axis = if i % 2 == 0 { - UnitVector::new_normalize(vector![1.0, 1.0, 0.0]) + UnitVector::new_normalize(vector![1.0f32, 1.0, 0.0]) } else { - UnitVector::new_normalize(vector![-1.0, 1.0, 0.0]) + UnitVector::new_normalize(vector![-1.0f32, 1.0, 0.0]) }; - let z = Vector::z(); - let mut prism = PrismaticJoint::new( - point![0.0, 0.0, 0.0], - axis, - z, - point![0.0, 0.0, -shift], - axis, - z, - ); - prism.limits_enabled = true; - prism.limits[0] = -2.0; - prism.limits[1] = 2.0; - - joints.insert(curr_parent, curr_child, prism); + let mut prism = JointData::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]); + + impulse_joints.insert(curr_parent, curr_child, prism); curr_parent = curr_child; } @@ -55,7 +47,7 @@ fn create_prismatic_joints( fn create_actuated_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, num: usize, ) { @@ -84,36 +76,29 @@ fn create_actuated_prismatic_joints( UnitVector::new_normalize(vector![-1.0, 1.0, 0.0]) }; - let z = Vector::z(); - let mut prism = PrismaticJoint::new( - point![0.0, 0.0, 0.0], - axis, - z, - point![0.0, 0.0, -shift], - axis, - z, - ); + let mut prism = JointData::prismatic(axis) + .local_anchor1(point![0.0, 0.0, 0.0]) + .local_anchor2(point![0.0, 0.0, -shift]); 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; + prism = prism + .limit_axis(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. + .motor_max_impulse(JointAxis::X, 1.0); } else if i > 1 { - prism.configure_motor_position(2.0, 0.01, 1.0); + prism = prism.motor_position(JointAxis::X, 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; + prism = prism + .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. + .motor_max_impulse(JointAxis::X, 0.7) + .limit_axis(JointAxis::X, [-2.0, 5.0]); } - joints.insert(curr_parent, curr_child, prism); + impulse_joints.insert(curr_parent, curr_child, prism); curr_parent = curr_child; } @@ -122,7 +107,7 @@ fn create_actuated_prismatic_joints( fn create_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, num: usize, ) { @@ -156,22 +141,20 @@ fn create_revolute_joints( colliders.insert_with_parent(collider, handles[k], bodies); } - // Setup four joints. - let o = Point::origin(); + // Setup four impulse_joints. let x = Vector::x_axis(); let z = Vector::z_axis(); - let revs = [ - RevoluteJoint::new(o, z, point![0.0, 0.0, -shift], z), - RevoluteJoint::new(o, x, point![-shift, 0.0, 0.0], x), - RevoluteJoint::new(o, z, point![0.0, 0.0, -shift], z), - RevoluteJoint::new(o, x, point![shift, 0.0, 0.0], x), + RevoluteJoint::new(x).local_anchor2(point![0.0, 0.0, -shift]), + RevoluteJoint::new(z).local_anchor2(point![-shift, 0.0, 0.0]), + RevoluteJoint::new(x).local_anchor2(point![0.0, 0.0, -shift]), + RevoluteJoint::new(z).local_anchor2(point![shift, 0.0, 0.0]), ]; - joints.insert(curr_parent, handles[0], revs[0]); - joints.insert(handles[0], handles[1], revs[1]); - joints.insert(handles[1], handles[2], revs[2]); - joints.insert(handles[2], handles[3], revs[3]); + impulse_joints.insert(curr_parent, handles[0], revs[0]); + impulse_joints.insert(handles[0], handles[1], revs[1]); + impulse_joints.insert(handles[1], handles[2], revs[2]); + impulse_joints.insert(handles[2], handles[3], revs[3]); curr_parent = handles[3]; } @@ -180,7 +163,7 @@ fn create_revolute_joints( fn create_revolute_joints_with_limits( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, ) { let ground = bodies.insert( @@ -212,25 +195,14 @@ fn create_revolute_joints_with_limits( bodies, ); - let mut joint1 = RevoluteJoint::new( - Point::origin(), - Vector::z_axis(), - Point::origin(), - Vector::z_axis(), - ); - joint1.limits_enabled = true; - joint1.limits = [-0.2, 0.2]; - joints.insert(ground, platform1, joint1); - - let mut joint2 = RevoluteJoint::new( - Point::origin(), - Vector::z_axis(), - Point::from(-shift), - Vector::z_axis(), - ); - joint2.limits_enabled = true; - joint2.limits = [-0.3, 0.3]; - joints.insert(platform1, platform2, joint2); + let z = Vector::z_axis(); + let mut joint1 = RevoluteJoint::new(z).limit_axis(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]); + impulse_joints.insert(platform1, platform2, joint2); // Let’s add a couple of cuboids that will fall on the platforms, triggering the joint limits. let cuboid_body1 = bodies.insert( @@ -259,7 +231,7 @@ fn create_revolute_joints_with_limits( fn create_fixed_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, num: usize, ) { @@ -268,8 +240,8 @@ fn create_fixed_joints( let mut body_handles = Vec::new(); - for k in 0..num { - for i in 0..num { + for i in 0..num { + for k in 0..num { let fk = k as f32; let fi = i as f32; @@ -295,23 +267,18 @@ fn create_fixed_joints( // Vertical joint. if i > 0 { - let parent_handle = *body_handles.last().unwrap(); - let joint = FixedJoint::new( - Isometry::identity(), - Isometry::translation(0.0, 0.0, -shift), - ); - joints.insert(parent_handle, child_handle, joint); + 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]); + impulse_joints.insert(parent_handle, child_handle, joint); } // Horizontal joint. if k > 0 { - let parent_index = body_handles.len() - num; + let parent_index = body_handles.len() - 1; let parent_handle = body_handles[parent_index]; - let joint = FixedJoint::new( - Isometry::identity(), - Isometry::translation(-shift, 0.0, 0.0), - ); - joints.insert(parent_handle, child_handle, joint); + let joint = JointData::fixed().local_anchor2(point![-shift, 0.0, 0.0]); + impulse_joints.insert(parent_handle, child_handle, joint); } body_handles.push(child_handle); @@ -322,7 +289,7 @@ fn create_fixed_joints( fn create_ball_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, num: usize, ) { let rad = 0.4; @@ -351,16 +318,16 @@ fn create_ball_joints( // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); - let joint = BallJoint::new(Point::origin(), point![0.0, 0.0, -shift * 2.0]); - joints.insert(parent_handle, child_handle, joint); + let joint = JointData::ball().local_anchor2(point![0.0, 0.0, -shift * 2.0]); + impulse_joints.insert(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(Point::origin(), point![-shift, 0.0, 0.0]); - joints.insert(parent_handle, child_handle, joint); + let joint = JointData::ball().local_anchor2(point![-shift, 0.0, 0.0]); + impulse_joints.insert(parent_handle, child_handle, joint); } body_handles.push(child_handle); @@ -371,7 +338,7 @@ fn create_ball_joints( fn create_ball_joints_with_limits( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<f32>, ) { let shift = vector![0.0, 0.0, 3.0]; @@ -405,38 +372,32 @@ fn create_ball_joints_with_limits( bodies, ); - let mut joint1 = BallJoint::new(Point::origin(), Point::from(-shift)); - joint1.limits_enabled = true; - joint1.limits_local_axis1 = Vector::z_axis(); - joint1.limits_local_axis2 = Vector::z_axis(); - joint1.limits_angle = 0.2; - joints.insert(ground, ball1, joint1); - - let mut joint2 = BallJoint::new(Point::origin(), Point::from(-shift)); - joint2.limits_enabled = true; - joint2.limits_local_axis1 = Vector::z_axis(); - joint2.limits_local_axis2 = Vector::z_axis(); - joint2.limits_angle = 0.3; - joints.insert(ball1, ball2, joint2); + let mut joint1 = JointData::ball() + .local_anchor2(Point::from(-shift)) + .limit_axis(JointAxis::X, [-0.2, 0.2]) + .limit_axis(JointAxis::Y, [-0.2, 0.2]); + impulse_joints.insert(ground, ball1, joint1); + + let mut joint2 = JointData::ball() + .local_anchor2(Point::from(-shift)) + .limit_axis(JointAxis::X, [-0.3, 0.3]) + .limit_axis(JointAxis::Y, [-0.3, 0.3]); + impulse_joints.insert(ball1, ball2, joint2); } fn create_actuated_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<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( - Point::origin(), - Vector::z_axis(), - point![0.0, 0.0, -shift], - Vector::z_axis(), - ); + // We will reuse this base configuration for all the impulse_joints here. + let z = Vector::z_axis(); + let joint_template = RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]); let mut parent_handle = RigidBodyHandle::invalid(); @@ -467,19 +428,19 @@ fn create_actuated_revolute_joints( let mut joint = joint_template.clone(); if i % 3 == 1 { - joint.configure_motor_velocity(-20.0, 0.1); + joint = joint.motor_velocity(JointAxis::AngX, -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); + joint = joint.motor_position(JointAxis::AngX, 3.14 / 2.0, stiffness, damping); } if i == 1 { - joint.local_anchor2.y = 2.0; - joint.configure_motor_velocity(-2.0, 0.1); + joint.local_frame2.translation.vector.y = 2.0; + joint = joint.motor_velocity(JointAxis::AngX, -2.0, 0.1); } - joints.insert(parent_handle, child_handle, joint); + impulse_joints.insert(parent_handle, child_handle, joint); } parent_handle = child_handle; @@ -489,15 +450,15 @@ fn create_actuated_revolute_joints( fn create_actuated_ball_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, - joints: &mut JointSet, + impulse_joints: &mut ImpulseJointSet, origin: Point<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(point![0.0, 0.0, shift], Point::origin()); + // 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 mut parent_handle = RigidBodyHandle::invalid(); @@ -526,18 +487,20 @@ fn create_actuated_ball_joints( let mut joint = joint_template.clone(); if i == 1 { - joint.configure_motor_velocity(vector![0.0, 0.5, -2.0], 0.1); + 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.configure_motor_position( - Rotation::new(vector![0.0, 1.0, 3.14 / 2.0]), - stiffness, - damping, - ); + joint = joint + .motor_position(JointAxis::AngX, 0.0, stiffness, damping) + .motor_position(JointAxis::AngY, 1.0, stiffness, damping) + .motor_position(JointAxis::AngZ, 3.14 / 2.0, stiffness, damping); } - joints.insert(parent_handle, child_handle, joint); + impulse_joints.insert(parent_handle, child_handle, joint); } parent_handle = child_handle; @@ -550,67 +513,68 @@ pub fn init_world(testbed: &mut Testbed) { */ let mut bodies = RigidBodySet::new(); let mut colliders = ColliderSet::new(); - let mut joints = JointSet::new(); + let mut impulse_joints = ImpulseJointSet::new(); + let multibody_joints = MultibodyJointSet::new(); create_prismatic_joints( &mut bodies, &mut colliders, - &mut joints, + &mut impulse_joints, point![20.0, 5.0, 0.0], 4, ); create_actuated_prismatic_joints( &mut bodies, &mut colliders, - &mut joints, + &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]); } |
