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| author | Sébastien Crozet <developer@crozet.re> | 2021-02-22 17:40:29 +0100 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2021-02-22 17:40:29 +0100 |
| commit | d31a327b45118a77bd9676f350f110683a235acf (patch) | |
| tree | ac972a97204f3b7d375a6c877336730312b76041 /examples3d | |
| parent | c650bb1feff8763b309e0705fe6427ce94ed2b2e (diff) | |
| parent | e5c4c2e8ffccf81aa5436c166b426a01b8b8831e (diff) | |
| download | rapier-d31a327b45118a77bd9676f350f110683a235acf.tar.gz rapier-d31a327b45118a77bd9676f350f110683a235acf.tar.bz2 rapier-d31a327b45118a77bd9676f350f110683a235acf.zip | |
Merge pull request #119 from dimforge/joint_drive
Add joint motors
Diffstat (limited to 'examples3d')
| -rw-r--r-- | examples3d/joints3.rs | 227 |
1 files changed, 220 insertions, 7 deletions
diff --git a/examples3d/joints3.rs b/examples3d/joints3.rs index d777655..1246bc4 100644 --- a/examples3d/joints3.rs +++ b/examples3d/joints3.rs @@ -1,7 +1,7 @@ -use na::{Isometry3, Point3, Unit, Vector3}; +use na::{Isometry3, Point3, Unit, UnitQuaternion, Vector3}; use rapier3d::dynamics::{ BallJoint, BodyStatus, FixedJoint, JointSet, PrismaticJoint, RevoluteJoint, RigidBodyBuilder, - RigidBodySet, + RigidBodyHandle, RigidBodySet, }; use rapier3d::geometry::{ColliderBuilder, ColliderSet}; use rapier_testbed3d::Testbed; @@ -14,7 +14,7 @@ fn create_prismatic_joints( num: usize, ) { let rad = 0.4; - let shift = 1.0; + let shift = 2.0; let ground = RigidBodyBuilder::new_static() .translation(origin.x, origin.y, origin.z) @@ -40,7 +40,7 @@ fn create_prismatic_joints( let z = Vector3::z(); let mut prism = PrismaticJoint::new( - Point3::origin(), + Point3::new(0.0, 0.0, 0.0), axis, z, Point3::new(0.0, 0.0, -shift), @@ -50,6 +50,74 @@ fn create_prismatic_joints( 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, 0.2, 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 = 1.0; + 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; @@ -222,6 +290,130 @@ fn create_ball_joints( } } +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 @@ -234,8 +426,15 @@ pub fn init_world(testbed: &mut Testbed) { &mut bodies, &mut colliders, &mut joints, - Point3::new(20.0, 10.0, 0.0), - 5, + 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, @@ -249,7 +448,21 @@ pub fn init_world(testbed: &mut Testbed) { &mut colliders, &mut joints, Point3::new(0.0, 10.0, 0.0), - 5, + 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); |
