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-rw-r--r--examples3d/articulations3.rs678
1 files changed, 678 insertions, 0 deletions
diff --git a/examples3d/articulations3.rs b/examples3d/articulations3.rs
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--- /dev/null
+++ b/examples3d/articulations3.rs
@@ -0,0 +1,678 @@
+use rapier3d::prelude::*;
+use rapier_testbed3d::Testbed;
+
+fn create_prismatic_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 2.0;
+
+ let ground = RigidBodyBuilder::new_static()
+ .translation(vector![origin.x, origin.y, origin.z])
+ .build();
+ let mut curr_parent = bodies.insert(ground);
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
+ colliders.insert_with_parent(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(vector![origin.x, origin.y, z])
+ .build();
+ let curr_child = bodies.insert(rigid_body);
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
+ colliders.insert_with_parent(collider, curr_child, bodies);
+
+ let axis = if i % 2 == 0 {
+ UnitVector::new_normalize(vector![1.0f32, 1.0, 0.0])
+ } else {
+ UnitVector::new_normalize(vector![-1.0f32, 1.0, 0.0])
+ };
+
+ let prism = PrismaticJoint::new(axis)
+ .local_anchor1(point![0.0, 0.0, 0.0])
+ .local_anchor2(point![0.0, 0.0, -shift])
+ .limit_axis([-2.0, 2.0]);
+
+ if use_articulations {
+ multibody_joints.insert(curr_parent, curr_child, prism);
+ } else {
+ impulse_joints.insert(curr_parent, curr_child, prism);
+ }
+ curr_parent = curr_child;
+ }
+}
+
+fn create_actuated_prismatic_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 2.0;
+
+ let ground = RigidBodyBuilder::new_static()
+ .translation(vector![origin.x, origin.y, origin.z])
+ .build();
+ let mut curr_parent = bodies.insert(ground);
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
+ colliders.insert_with_parent(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(vector![origin.x, origin.y, z])
+ .build();
+ let curr_child = bodies.insert(rigid_body);
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
+ colliders.insert_with_parent(collider, curr_child, bodies);
+
+ let axis = if i % 2 == 0 {
+ UnitVector::new_normalize(vector![1.0, 1.0, 0.0])
+ } else {
+ UnitVector::new_normalize(vector![-1.0, 1.0, 0.0])
+ };
+
+ let mut prism = PrismaticJoint::new(axis)
+ .local_anchor1(point![0.0, 0.0, 0.0])
+ .local_anchor2(point![0.0, 0.0, -shift]);
+
+ if i == 1 {
+ prism = prism
+ .limit_axis([-Real::MAX, 5.0])
+ .motor_velocity(1.0, 1.0)
+ // We set a max impulse so that the motor doesn't fight
+ // the limits with large forces.
+ .motor_max_impulse(1.0);
+ } else if i > 1 {
+ prism = prism.motor_position(2.0, 0.01, 1.0);
+ } else {
+ prism = prism
+ .motor_velocity(1.0, 1.0)
+ // We set a max impulse so that the motor doesn't fight
+ // the limits with large forces.
+ .motor_max_impulse(0.7)
+ .limit_axis([-2.0, 5.0]);
+ }
+
+ if use_articulations {
+ multibody_joints.insert(curr_parent, curr_child, prism);
+ } else {
+ impulse_joints.insert(curr_parent, curr_child, prism);
+ }
+
+ curr_parent = curr_child;
+ }
+}
+
+fn create_revolute_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 2.0;
+
+ let ground = RigidBodyBuilder::new_static()
+ .translation(vector![origin.x, origin.y, 0.0])
+ .build();
+ let mut curr_parent = bodies.insert(ground);
+ let collider = ColliderBuilder::cuboid(rad, rad, rad).build();
+ colliders.insert_with_parent(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 = [
+ Isometry::translation(origin.x, origin.y, z),
+ Isometry::translation(origin.x + shift, origin.y, z),
+ Isometry::translation(origin.x + shift, origin.y, z + shift),
+ Isometry::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_with_parent(collider, handles[k], bodies);
+ }
+
+ // Setup four impulse_joints.
+ let x = Vector::x_axis();
+ let z = Vector::z_axis();
+ let revs = [
+ RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]),
+ RevoluteJoint::new(x).local_anchor2(point![-shift, 0.0, 0.0]),
+ RevoluteJoint::new(z).local_anchor2(point![0.0, 0.0, -shift]),
+ RevoluteJoint::new(x).local_anchor2(point![shift, 0.0, 0.0]),
+ ];
+
+ if use_articulations {
+ multibody_joints.insert(curr_parent, handles[0], revs[0]);
+ multibody_joints.insert(handles[0], handles[1], revs[1]);
+ multibody_joints.insert(handles[1], handles[2], revs[2]);
+ multibody_joints.insert(handles[2], handles[3], revs[3]);
+ } else {
+ 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];
+ }
+}
+
+fn create_revolute_joints_with_limits(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ use_articulations: bool,
+) {
+ let ground = bodies.insert(
+ RigidBodyBuilder::new_static()
+ .translation(origin.coords)
+ .build(),
+ );
+
+ let platform1 = bodies.insert(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords)
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
+ platform1,
+ bodies,
+ );
+
+ let shift = vector![0.0, 0.0, 6.0];
+ let platform2 = bodies.insert(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords + shift)
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(4.0, 0.2, 2.0).build(),
+ platform2,
+ bodies,
+ );
+
+ let z = Vector::z_axis();
+ let joint1 = RevoluteJoint::new(z).limit_axis([-0.2, 0.2]);
+
+ if use_articulations {
+ multibody_joints.insert(ground, platform1, joint1);
+ } else {
+ impulse_joints.insert(ground, platform1, joint1);
+ }
+
+ let joint2 = RevoluteJoint::new(z)
+ .local_anchor2(-Point::from(shift))
+ .limit_axis([-0.2, 0.2]);
+
+ if use_articulations {
+ multibody_joints.insert(platform1, platform2, joint2);
+ } else {
+ 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(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords + vector![-2.0, 4.0, 0.0])
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0).build(),
+ cuboid_body1,
+ bodies,
+ );
+
+ let cuboid_body2 = bodies.insert(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords + shift + vector![2.0, 16.0, 0.0])
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0).build(),
+ cuboid_body2,
+ bodies,
+ );
+}
+
+fn create_fixed_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 1.0;
+
+ let mut body_handles = Vec::new();
+
+ for i in 0..num {
+ for k 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) {
+ RigidBodyType::Static
+ } else {
+ RigidBodyType::Dynamic
+ };
+
+ let rigid_body = RigidBodyBuilder::new(status)
+ .translation(vector![
+ 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_with_parent(collider, child_handle, bodies);
+
+ // Vertical joint.
+ if i > 0 {
+ let parent_index = body_handles.len() - num;
+ let parent_handle = body_handles[parent_index];
+ let joint = FixedJoint::new().local_anchor2(point![0.0, 0.0, -shift]);
+
+ if use_articulations {
+ multibody_joints.insert(parent_handle, child_handle, joint);
+ } else {
+ impulse_joints.insert(parent_handle, child_handle, joint);
+ }
+ }
+
+ // Horizontal joint.
+ if k > 0 {
+ let parent_index = body_handles.len() - 1;
+ let parent_handle = body_handles[parent_index];
+ let joint = FixedJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
+ impulse_joints.insert(parent_handle, child_handle, joint);
+ }
+
+ body_handles.push(child_handle);
+ }
+ }
+}
+
+fn create_spherical_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ num: usize,
+ use_articulations: bool,
+) {
+ 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) {
+ RigidBodyType::Static
+ } else {
+ RigidBodyType::Dynamic
+ };
+
+ let rigid_body = RigidBodyBuilder::new(status)
+ .translation(vector![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_with_parent(collider, child_handle, bodies);
+
+ // Vertical joint.
+ if i > 0 {
+ let parent_handle = *body_handles.last().unwrap();
+ let joint = SphericalJoint::new().local_anchor2(point![0.0, 0.0, -shift * 2.0]);
+
+ if use_articulations {
+ multibody_joints.insert(parent_handle, child_handle, joint);
+ } else {
+ 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 = SphericalJoint::new().local_anchor2(point![-shift, 0.0, 0.0]);
+ impulse_joints.insert(parent_handle, child_handle, joint);
+ }
+
+ body_handles.push(child_handle);
+ }
+ }
+}
+
+fn create_spherical_joints_with_limits(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ use_articulations: bool,
+) {
+ let shift = vector![0.0, 0.0, 3.0];
+
+ let ground = bodies.insert(
+ RigidBodyBuilder::new_static()
+ .translation(origin.coords)
+ .build(),
+ );
+
+ let ball1 = bodies.insert(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords + shift)
+ .linvel(vector![20.0, 20.0, 0.0])
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
+ ball1,
+ bodies,
+ );
+
+ let ball2 = bodies.insert(
+ RigidBodyBuilder::new_dynamic()
+ .translation(origin.coords + shift * 2.0)
+ .build(),
+ );
+ colliders.insert_with_parent(
+ ColliderBuilder::cuboid(1.0, 1.0, 1.0).build(),
+ ball2,
+ bodies,
+ );
+
+ let joint1 = SphericalJoint::new()
+ .local_anchor2(Point::from(-shift))
+ .limit_axis(JointAxis::X, [-0.2, 0.2])
+ .limit_axis(JointAxis::Y, [-0.2, 0.2]);
+
+ let joint2 = SphericalJoint::new()
+ .local_anchor2(Point::from(-shift))
+ .limit_axis(JointAxis::X, [-0.3, 0.3])
+ .limit_axis(JointAxis::Y, [-0.3, 0.3]);
+
+ if use_articulations {
+ multibody_joints.insert(ground, ball1, joint1);
+ multibody_joints.insert(ball1, ball2, joint2);
+ } else {
+ impulse_joints.insert(ground, ball1, joint1);
+ impulse_joints.insert(ball1, ball2, joint2);
+ }
+}
+
+fn create_actuated_revolute_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 2.0;
+
+ // 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();
+
+ 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 {
+ RigidBodyType::Static
+ } else {
+ RigidBodyType::Dynamic
+ };
+
+ let shifty = (i >= 1) as u32 as f32 * -2.0;
+
+ let rigid_body = RigidBodyBuilder::new(status)
+ .translation(vector![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_with_parent(collider, child_handle, bodies);
+
+ if i > 0 {
+ let mut joint = joint_template.clone();
+
+ if i % 3 == 1 {
+ joint = joint.motor_velocity(-20.0, 0.1);
+ } else if i == num - 1 {
+ let stiffness = 0.2;
+ let damping = 1.0;
+ joint = joint.motor_position(3.14 / 2.0, stiffness, damping);
+ }
+
+ if i == 1 {
+ joint = joint
+ .local_anchor2(point![0.0, 2.0, -shift])
+ .motor_velocity(-2.0, 0.1);
+ }
+
+ if use_articulations {
+ multibody_joints.insert(parent_handle, child_handle, joint);
+ } else {
+ impulse_joints.insert(parent_handle, child_handle, joint);
+ }
+ }
+
+ parent_handle = child_handle;
+ }
+}
+
+fn create_actuated_spherical_joints(
+ bodies: &mut RigidBodySet,
+ colliders: &mut ColliderSet,
+ impulse_joints: &mut ImpulseJointSet,
+ multibody_joints: &mut MultibodyJointSet,
+ origin: Point<f32>,
+ num: usize,
+ use_articulations: bool,
+) {
+ let rad = 0.4;
+ let shift = 2.0;
+
+ // We will reuse this base configuration for all the impulse_joints here.
+ let joint_template = SphericalJoint::new().local_anchor1(point![0.0, 0.0, shift]);
+
+ 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 {
+ RigidBodyType::Static
+ } else {
+ RigidBodyType::Dynamic
+ };
+
+ let rigid_body = RigidBodyBuilder::new(status)
+ .translation(vector![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_with_parent(collider, child_handle, bodies);
+
+ if i > 0 {
+ let mut joint = joint_template.clone();
+
+ if i == 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 = 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);
+ }
+
+ if use_articulations {
+ multibody_joints.insert(parent_handle, child_handle, joint);
+ } else {
+ impulse_joints.insert(parent_handle, child_handle, joint);
+ }
+ }
+
+ parent_handle = child_handle;
+ }
+}
+
+fn do_init_world(testbed: &mut Testbed, use_articulations: bool) {
+ /*
+ * World
+ */
+ let mut bodies = RigidBodySet::new();
+ let mut colliders = ColliderSet::new();
+ let mut impulse_joints = ImpulseJointSet::new();
+ let mut multibody_joints = MultibodyJointSet::new();
+
+ create_prismatic_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![20.0, 5.0, 0.0],
+ 4,
+ use_articulations,
+ );
+ create_actuated_prismatic_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![25.0, 5.0, 0.0],
+ 4,
+ use_articulations,
+ );
+ create_revolute_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![20.0, 0.0, 0.0],
+ 3,
+ use_articulations,
+ );
+ create_revolute_joints_with_limits(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![34.0, 0.0, 0.0],
+ use_articulations,
+ );
+ create_fixed_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![0.0, 10.0, 0.0],
+ 10,
+ use_articulations,
+ );
+ create_actuated_revolute_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![20.0, 10.0, 0.0],
+ 6,
+ use_articulations,
+ );
+ create_actuated_spherical_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![13.0, 10.0, 0.0],
+ 3,
+ use_articulations,
+ );
+ create_spherical_joints(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ 15,
+ use_articulations,
+ );
+ create_spherical_joints_with_limits(
+ &mut bodies,
+ &mut colliders,
+ &mut impulse_joints,
+ &mut multibody_joints,
+ point![-5.0, 0.0, 0.0],
+ use_articulations,
+ );
+
+ /*
+ * Set up the testbed.
+ */
+ 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]);
+}
+
+pub fn init_world_with_joints(testbed: &mut Testbed) {
+ do_init_world(testbed, false)
+}
+
+pub fn init_world_with_articulations(testbed: &mut Testbed) {
+ do_init_world(testbed, true)
+}