use rapier3d::prelude::*; use rapier_testbed3d::Testbed; fn create_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, num: usize, ) { 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 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); curr_parent = curr_child; } } fn create_actuated_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, num: usize, ) { 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 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, ); 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(curr_parent, curr_child, prism); curr_parent = curr_child; } } fn create_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, num: usize, ) { 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 joints. let o = Point::origin(); 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), ]; 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]); curr_parent = handles[3]; } } fn create_revolute_joints_with_limits( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, ) { 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 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’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, joints: &mut JointSet, origin: Point, 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) { 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_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); } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; 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); } 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) { 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 = BallJoint::new(Point::origin(), point![0.0, 0.0, -shift * 2.0]); 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); } body_handles.push(child_handle); } } } fn create_ball_joints_with_limits( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, ) { 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 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); } fn create_actuated_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, 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(), ); 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.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(parent_handle, child_handle, joint); } parent_handle = child_handle; } } fn create_actuated_ball_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, joints: &mut JointSet, origin: Point, 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()); 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.configure_motor_velocity(vector![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( Rotation::new(vector![0.0, 1.0, 3.14 / 2.0]), stiffness, damping, ); } joints.insert(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, point![20.0, 5.0, 0.0], 4, ); create_actuated_prismatic_joints( &mut bodies, &mut colliders, &mut joints, point![25.0, 5.0, 0.0], 4, ); create_revolute_joints( &mut bodies, &mut colliders, &mut joints, point![20.0, 0.0, 0.0], 3, ); create_revolute_joints_with_limits( &mut bodies, &mut colliders, &mut joints, point![34.0, 0.0, 0.0], ); create_fixed_joints( &mut bodies, &mut colliders, &mut joints, point![0.0, 10.0, 0.0], 10, ); create_actuated_revolute_joints( &mut bodies, &mut colliders, &mut joints, point![20.0, 10.0, 0.0], 6, ); create_actuated_ball_joints( &mut bodies, &mut colliders, &mut joints, point![13.0, 10.0, 0.0], 3, ); create_ball_joints(&mut bodies, &mut colliders, &mut joints, 15); create_ball_joints_with_limits( &mut bodies, &mut colliders, &mut joints, point![-5.0, 0.0, 0.0], ); /* * Set up the testbed. */ testbed.set_world(bodies, colliders, joints); testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]); }