feat: rename AxisMask to AxesMask + enable LIN_Z only in 3D (#805)
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@@ -4,7 +4,7 @@
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- Add `PdController` and `PidController` for making it easier to control dynamic rigid-bodies at the velocity level.
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This can for example be used as a building block for a dynamic character controller.
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- Add `RigidBodyPosition::pose_errors` which computes the translational and rotational delta between
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- Add `RigidBodyPosition::pose_errors` to compute the translational and rotational delta between
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`RigidBodyPosition::position` and `::next_position`.
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- Implement `Sub` for `RigidBodyVelocity`.
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- Add `RigidBody::local_center_of_mass()` to get its center-of-mass in the rigid-body’s local-space.
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@@ -103,9 +103,9 @@ This release introduces two new crates:
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### Modified
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- Renamed `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z`; and renamed `JointAxisMask::X/Y/Z` to `::LinX/LinY/LynZ` to
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- Renamed `JointAxesMask::X/Y/Z` to `::LIN_X/LIN_Y/LIN_Z`; and renamed `JointAxesMask::X/Y/Z` to `::LinX/LinY/LynZ` to
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make it clear it is not to be used as angular axes (the angular axis are `JointAxesMask::ANG_X/ANG_Y/AngZ` and
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`JointAxisMask::AngX/AngY/AngZ`).
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`JointAxesMask::AngX/AngY/AngZ`).
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- The contact constraints regularization parameters have been changed from `erp/damping_ratio` to
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`natural_frequency/damping_ratio`. This helps define them in a timestep-length independent way. The new variables
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are named `IntegrationParameters::contact_natural_frequency` and `IntegrationParameters::contact_damping_ratio`.
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@@ -95,13 +95,13 @@ fn update_pid_controller(
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// - If the user is jumping, enable control over Y.
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// - If the user isn’t pressing any key, disable all linear controls to let
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// gravity/collision do their thing freely.
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let mut axes = AxisMask::ANG_Z;
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let mut axes = AxesMask::ANG_Z;
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if desired_movement.norm() != 0.0 {
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axes |= if desired_movement.y == 0.0 {
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AxisMask::LIN_X
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AxesMask::LIN_X
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} else {
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AxisMask::LIN_X | AxisMask::LIN_Y
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AxesMask::LIN_X | AxesMask::LIN_Y
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}
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};
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@@ -106,13 +106,13 @@ fn update_pid_controller(
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// - If the user is jumping, enable control over Y.
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// - If the user isn’t pressing any key, disable all linear controls to let
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// gravity/collision do their thing freely.
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let mut axes = AxisMask::ANG_X | AxisMask::ANG_Y | AxisMask::ANG_Z;
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let mut axes = AxesMask::ANG_X | AxesMask::ANG_Y | AxesMask::ANG_Z;
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if desired_movement.norm() != 0.0 {
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axes |= if desired_movement.y == 0.0 {
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AxisMask::LIN_X | AxisMask::LIN_Z
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AxesMask::LIN_X | AxesMask::LIN_Z
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} else {
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AxisMask::LIN_X | AxisMask::LIN_Z | AxisMask::LIN_Y
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AxesMask::LIN_X | AxesMask::LIN_Z | AxesMask::LIN_Y
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}
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};
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@@ -1,4 +1,4 @@
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use crate::dynamics::{AxisMask, RigidBody, RigidBodyPosition, RigidBodyVelocity};
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use crate::dynamics::{AxesMask, RigidBody, RigidBodyPosition, RigidBodyVelocity};
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use crate::math::{Isometry, Point, Real, Rotation, Vector};
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use parry::math::AngVector;
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@@ -38,12 +38,12 @@ pub struct PdController {
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///
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/// Only coordinate axes with a bit flags set to `true` will be taken into
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/// account when calculating the errors and corrections.
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pub axes: AxisMask,
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pub axes: AxesMask,
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}
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impl Default for PdController {
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fn default() -> Self {
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Self::new(60.0, 0.8, AxisMask::all())
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Self::new(60.0, 0.8, AxesMask::all())
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}
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}
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@@ -67,7 +67,7 @@ pub struct PidController {
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impl Default for PidController {
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fn default() -> Self {
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Self::new(60.0, 1.0, 0.8, AxisMask::all())
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Self::new(60.0, 1.0, 0.8, AxesMask::all())
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}
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}
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@@ -96,7 +96,7 @@ impl PdController {
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///
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/// Only the axes specified in `axes` will be enabled (but the gain values are set
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/// on all axes regardless).
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pub fn new(kp: Real, kd: Real, axes: AxisMask) -> PdController {
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pub fn new(kp: Real, kd: Real, axes: AxesMask) -> PdController {
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#[cfg(feature = "dim2")]
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return Self {
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lin_kp: Vector::repeat(kp),
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@@ -189,14 +189,14 @@ impl PdController {
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fn lin_mask(&self) -> Vector<Real> {
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#[cfg(feature = "dim2")]
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return Vector::new(
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self.axes.contains(AxisMask::LIN_X) as u32 as Real,
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self.axes.contains(AxisMask::LIN_Y) as u32 as Real,
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self.axes.contains(AxesMask::LIN_X) as u32 as Real,
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self.axes.contains(AxesMask::LIN_Y) as u32 as Real,
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);
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#[cfg(feature = "dim3")]
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return Vector::new(
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self.axes.contains(AxisMask::LIN_X) as u32 as Real,
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self.axes.contains(AxisMask::LIN_Y) as u32 as Real,
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self.axes.contains(AxisMask::LIN_Z) as u32 as Real,
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self.axes.contains(AxesMask::LIN_X) as u32 as Real,
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self.axes.contains(AxesMask::LIN_Y) as u32 as Real,
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self.axes.contains(AxesMask::LIN_Z) as u32 as Real,
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);
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}
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@@ -204,12 +204,12 @@ impl PdController {
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/// the corresponding angular axis is enabled.
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fn ang_mask(&self) -> AngVector<Real> {
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#[cfg(feature = "dim2")]
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return self.axes.contains(AxisMask::ANG_Z) as u32 as Real;
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return self.axes.contains(AxesMask::ANG_Z) as u32 as Real;
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#[cfg(feature = "dim3")]
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return Vector::new(
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self.axes.contains(AxisMask::ANG_X) as u32 as Real,
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self.axes.contains(AxisMask::ANG_Y) as u32 as Real,
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self.axes.contains(AxisMask::ANG_Z) as u32 as Real,
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self.axes.contains(AxesMask::ANG_X) as u32 as Real,
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self.axes.contains(AxesMask::ANG_Y) as u32 as Real,
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self.axes.contains(AxesMask::ANG_Z) as u32 as Real,
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);
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}
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@@ -245,7 +245,7 @@ impl PidController {
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///
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/// Only the axes specified in `axes` will be enabled (but the gain values are set
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/// on all axes regardless).
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pub fn new(kp: Real, ki: Real, kd: Real, axes: AxisMask) -> PidController {
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pub fn new(kp: Real, ki: Real, kd: Real, axes: AxesMask) -> PidController {
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#[cfg(feature = "dim2")]
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return Self {
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pd: PdController::new(kp, kd, axes),
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@@ -268,12 +268,12 @@ impl PidController {
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/// Set the axes errors and corrections are computed for.
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///
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/// This doesn’t modify any of the gains.
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pub fn set_axes(&mut self, axes: AxisMask) {
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pub fn set_axes(&mut self, axes: AxesMask) {
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self.pd.axes = axes;
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}
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/// Get the axes errors and corrections are computed for.
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pub fn axes(&self) -> AxisMask {
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pub fn axes(&self) -> AxesMask {
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self.pd.axes
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}
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@@ -228,12 +228,13 @@ bitflags::bitflags! {
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#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
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#[derive(Copy, Clone, PartialEq, Eq, Debug)]
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/// Flags affecting the behavior of the constraints solver for a given contact manifold.
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pub struct AxisMask: u8 {
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pub struct AxesMask: u8 {
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/// The translational X axis.
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const LIN_X = 1 << 0;
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/// The translational Y axis.
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const LIN_Y = 1 << 1;
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/// The translational Z axis.
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#[cfg(feature = "dim3")]
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const LIN_Z = 1 << 2;
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/// The rotational X axis.
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#[cfg(feature = "dim3")]
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@@ -246,9 +247,9 @@ bitflags::bitflags! {
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}
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}
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impl Default for AxisMask {
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impl Default for AxesMask {
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fn default() -> Self {
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AxisMask::empty()
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AxesMask::empty()
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}
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}
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