use rapier3d::prelude::*; use rapier_testbed3d::Testbed; fn create_coupled_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, multibody_joints: &mut MultibodyJointSet, origin: Point, use_articulations: bool, ) { let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords)); let body1 = bodies.insert( RigidBodyBuilder::dynamic() .translation(origin.coords) .linvel(vector![5.0, 5.0, 5.0]), ); colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), body1, bodies); let joint1 = GenericJointBuilder::new(JointAxesMask::empty()) .limits(JointAxis::X, [-3.0, 3.0]) .limits(JointAxis::Y, [0.0, 3.0]) .limits(JointAxis::Z, [0.0, 3.0]) .coupled_axes(JointAxesMask::Y | JointAxesMask::Z); if use_articulations { multibody_joints.insert(ground, body1, joint1, true); } else { impulse_joints.insert(ground, body1, joint1, true); } } fn create_prismatic_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, multibody_joints: &mut MultibodyJointSet, origin: Point, num: usize, use_articulations: bool, ) { let rad = 0.4; let shift = 2.0; let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, origin.z]); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad); 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::dynamic().translation(vector![origin.x, origin.y, z]); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad); 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 = PrismaticJointBuilder::new(axis) .local_anchor1(point![0.0, 0.0, 0.0]) .local_anchor2(point![0.0, 0.0, -shift]) .limits([-2.0, 2.0]); if use_articulations { multibody_joints.insert(curr_parent, curr_child, prism, true); } else { impulse_joints.insert(curr_parent, curr_child, prism, true); } 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, num: usize, use_articulations: bool, ) { let rad = 0.4; let shift = 2.0; let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, origin.z]); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad); 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::dynamic().translation(vector![origin.x, origin.y, z]); let curr_child = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad); 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 = PrismaticJointBuilder::new(axis) .local_anchor1(point![0.0, 0.0, shift]) .local_anchor2(point![0.0, 0.0, 0.0]) .build(); if i == 0 { prism .set_motor_velocity(2.0, 1.0e5) // We set a max impulse so that the motor doesn't fight // the limits with large forces. .set_limits([-2.0, 5.0]) .set_motor_max_force(100.0); } else if i == 1 { prism .set_limits([-Real::MAX, 5.0]) .set_motor_velocity(6.0, 1.0e3) // We set a max impulse so that the motor doesn't fight // the limits with large forces. .set_motor_max_force(100.0); } else if i > 1 { prism .set_motor_position(2.0, 1.0e3, 1.0e2) .set_motor_max_force(60.0); } if use_articulations { multibody_joints.insert(curr_parent, curr_child, prism, true); } else { impulse_joints.insert(curr_parent, curr_child, prism, true); } curr_parent = curr_child; } } fn create_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, multibody_joints: &mut MultibodyJointSet, origin: Point, num: usize, use_articulations: bool, ) { let rad = 0.4; let shift = 2.0; let ground = RigidBodyBuilder::fixed().translation(vector![origin.x, origin.y, 0.0]); let mut curr_parent = bodies.insert(ground); let collider = ColliderBuilder::cuboid(rad, rad, rad); 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::dynamic().position(positions[k]); handles[k] = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad, rad, rad); colliders.insert_with_parent(collider, handles[k], bodies); } // Setup four impulse_joints. let x = Vector::x_axis(); let z = Vector::z_axis(); let revs = [ RevoluteJointBuilder::new(z).local_anchor2(point![0.0, 0.0, -shift]), RevoluteJointBuilder::new(x).local_anchor2(point![-shift, 0.0, 0.0]), RevoluteJointBuilder::new(z).local_anchor2(point![0.0, 0.0, -shift]), RevoluteJointBuilder::new(x).local_anchor2(point![shift, 0.0, 0.0]), ]; if use_articulations { multibody_joints.insert(curr_parent, handles[0], revs[0], true); multibody_joints.insert(handles[0], handles[1], revs[1], true); multibody_joints.insert(handles[1], handles[2], revs[2], true); multibody_joints.insert(handles[2], handles[3], revs[3], true); } else { impulse_joints.insert(curr_parent, handles[0], revs[0], true); impulse_joints.insert(handles[0], handles[1], revs[1], true); impulse_joints.insert(handles[1], handles[2], revs[2], true); impulse_joints.insert(handles[2], handles[3], revs[3], true); } 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, use_articulations: bool, ) { let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords)); let platform1 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords)); colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform1, bodies); let shift = vector![0.0, 0.0, 6.0]; let platform2 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords + shift)); colliders.insert_with_parent(ColliderBuilder::cuboid(4.0, 0.2, 2.0), platform2, bodies); let z = Vector::z_axis(); let joint1 = RevoluteJointBuilder::new(z).limits([-0.2, 0.2]); // let joint1 = GenericJointBuilder::new(JointAxesMask::X | JointAxesMask::Y | JointAxesMask::Z) // .local_axis1(z) // .local_axis2(z) // .limits(JointAxis::AngX, [-0.2, 0.2]) // .limits(JointAxis::AngY, [0.0, 0.4]) // .limits(JointAxis::AngZ, [0.0, 0.4]) // .coupled_axes(JointAxesMask::ANG_Y | JointAxesMask::ANG_Z); if use_articulations { multibody_joints.insert(ground, platform1, joint1, true); } else { impulse_joints.insert(ground, platform1, joint1, true); } let joint2 = RevoluteJointBuilder::new(z) .local_anchor2(-Point::from(shift)) .limits([-0.2, 0.2]); // let joint2 = GenericJointBuilder::new(JointAxesMask::X | JointAxesMask::Y | JointAxesMask::Z) // .local_axis1(z) // .local_axis2(z) // .local_anchor2(-Point::from(shift)) // .limits(JointAxis::AngX, [-0.2, 0.2]) // .limits(JointAxis::AngY, [0.0, 0.4]) // .limits(JointAxis::AngZ, [0.0, 0.4]) // .coupled_axes(JointAxesMask::ANG_Y | JointAxesMask::ANG_Z); if use_articulations { multibody_joints.insert(platform1, platform2, joint2, true); } else { impulse_joints.insert(platform1, platform2, joint2, true); } // Let’s add a couple of cuboids that will fall on the platforms, triggering the joint limits. let cuboid_body1 = bodies .insert(RigidBodyBuilder::dynamic().translation(origin.coords + vector![-2.0, 4.0, 0.0])); colliders.insert_with_parent( ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0), cuboid_body1, bodies, ); let cuboid_body2 = bodies.insert( RigidBodyBuilder::dynamic().translation(origin.coords + shift + vector![2.0, 16.0, 0.0]), ); colliders.insert_with_parent( ColliderBuilder::cuboid(0.6, 0.6, 0.6).friction(1.0), cuboid_body2, bodies, ); } fn create_fixed_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, multibody_joints: &mut MultibodyJointSet, origin: Point, 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::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![ origin.x + fk * shift, origin.y, origin.z + fi * shift ]); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::ball(rad); 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 = FixedJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift]); if use_articulations { multibody_joints.insert(parent_handle, child_handle, joint, true); } else { impulse_joints.insert(parent_handle, child_handle, joint, true); } } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - 1; let parent_handle = body_handles[parent_index]; let joint = FixedJointBuilder::new().local_anchor2(point![-shift, 0.0, 0.0]); impulse_joints.insert(parent_handle, child_handle, joint, true); } 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::Fixed } else { RigidBodyType::Dynamic }; let rigid_body = RigidBodyBuilder::new(status).translation(vector![ fk * shift, 0.0, fi * shift * 2.0 ]); let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_z(rad * 1.25, rad); colliders.insert_with_parent(collider, child_handle, bodies); // Vertical joint. if i > 0 { let parent_handle = *body_handles.last().unwrap(); let joint = SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift * 2.0]); if use_articulations { multibody_joints.insert(parent_handle, child_handle, joint, true); } else { impulse_joints.insert(parent_handle, child_handle, joint, true); } } // Horizontal joint. if k > 0 { let parent_index = body_handles.len() - num; let parent_handle = body_handles[parent_index]; let joint = SphericalJointBuilder::new().local_anchor2(point![-shift, 0.0, 0.0]); impulse_joints.insert(parent_handle, child_handle, joint, true); } 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, use_articulations: bool, ) { let shift = vector![0.0, 0.0, 3.0]; let ground = bodies.insert(RigidBodyBuilder::fixed().translation(origin.coords)); let ball1 = bodies.insert( RigidBodyBuilder::dynamic() .translation(origin.coords + shift) .linvel(vector![20.0, 20.0, 0.0]), ); colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball1, bodies); let ball2 = bodies.insert(RigidBodyBuilder::dynamic().translation(origin.coords + shift * 2.0)); colliders.insert_with_parent(ColliderBuilder::cuboid(1.0, 1.0, 1.0), ball2, bodies); let joint1 = SphericalJointBuilder::new() .local_anchor2(Point::from(-shift)) .limits(JointAxis::X, [-0.2, 0.2]) .limits(JointAxis::Y, [-0.2, 0.2]); let joint2 = SphericalJointBuilder::new() .local_anchor2(Point::from(-shift)) .limits(JointAxis::X, [-0.3, 0.3]) .limits(JointAxis::Y, [-0.3, 0.3]); if use_articulations { multibody_joints.insert(ground, ball1, joint1, true); multibody_joints.insert(ball1, ball2, joint2, true); } else { impulse_joints.insert(ground, ball1, joint1, true); impulse_joints.insert(ball1, ball2, joint2, true); } } fn create_actuated_revolute_joints( bodies: &mut RigidBodySet, colliders: &mut ColliderSet, impulse_joints: &mut ImpulseJointSet, multibody_joints: &mut MultibodyJointSet, origin: Point, 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 = RevoluteJointBuilder::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::Fixed } 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)) ; let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::cuboid(rad * 2.0, rad * 6.0 / (fi + 1.0), rad); colliders.insert_with_parent(collider, child_handle, bodies); if i > 0 { let mut joint = joint_template.motor_model(MotorModel::AccelerationBased); if i % 3 == 1 { joint = joint.motor_velocity(-20.0, 100.0); } else if i == num - 1 { let stiffness = 200.0; let damping = 100.0; 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, 1000.0); } if use_articulations { multibody_joints.insert(parent_handle, child_handle, joint, true); } else { impulse_joints.insert(parent_handle, child_handle, joint, true); } } 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, 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 = SphericalJointBuilder::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::Fixed } 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)) ; let child_handle = bodies.insert(rigid_body); let collider = ColliderBuilder::capsule_y(rad * 2.0 / (fi + 1.0), rad); 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, true); } else { impulse_joints.insert(parent_handle, child_handle, joint, true); } } 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, ); create_coupled_joints( &mut bodies, &mut colliders, &mut impulse_joints, &mut multibody_joints, point![0.0, 20.0, 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) }