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authorSébastien Crozet <developer@crozet.re>2021-02-22 17:40:29 +0100
committerGitHub <noreply@github.com>2021-02-22 17:40:29 +0100
commitd31a327b45118a77bd9676f350f110683a235acf (patch)
treeac972a97204f3b7d375a6c877336730312b76041 /examples3d
parentc650bb1feff8763b309e0705fe6427ce94ed2b2e (diff)
parente5c4c2e8ffccf81aa5436c166b426a01b8b8831e (diff)
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Merge pull request #119 from dimforge/joint_drive
Add joint motors
Diffstat (limited to 'examples3d')
-rw-r--r--examples3d/joints3.rs227
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);