feat: add simple inverse-kinematics solver for multibodies (#632)

* feat: add a simple jacobian-based inverse-kinematics implementation for multibodies

* feat: add 2d inverse kinematics example

* feat: make forward_kinematics auto-fix the root’s degrees of freedom

* feat: add 3d inverse kinematics example

* chore: update changelog

* chore: clippy fixes

* chore: more clippy fixes

* fix tests
This commit is contained in:
Sébastien Crozet
2024-05-25 10:36:34 +02:00
committed by GitHub
parent af1ac9baa2
commit 62379de9ec
22 changed files with 755 additions and 212 deletions

View File

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use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let impulse_joints = ImpulseJointSet::new();
let mut multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 1.0;
let ground_height = 0.01;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Setup groups
*/
let num_segments = 10;
let body = RigidBodyBuilder::fixed();
let mut last_body = bodies.insert(body);
let mut last_link = MultibodyJointHandle::invalid();
for i in 0..num_segments {
let size = 1.0 / num_segments as f32;
let body = RigidBodyBuilder::dynamic().can_sleep(false);
let new_body = bodies.insert(body);
// NOTE: we add a sensor collider just to make the destbed draw a rectangle to make
// the demo look nicer. IK could be used without cuboid.
let collider = ColliderBuilder::cuboid(size / 8.0, size / 2.0)
.density(0.0)
.sensor(true);
colliders.insert_with_parent(collider, new_body, &mut bodies);
let link_ab = RevoluteJointBuilder::new()
.local_anchor1(point![0.0, size / 2.0 * (i != 0) as usize as f32])
.local_anchor2(point![0.0, -size / 2.0])
.build()
.data;
last_link = multibody_joints
.insert(last_body, new_body, link_ab, true)
.unwrap();
last_body = new_body;
}
let mut displacements = DVector::zeros(0);
testbed.add_callback(move |graphics, physics, _, _| {
let Some(graphics) = graphics else { return };
if let Some((multibody, link_id)) = physics.multibody_joints.get_mut(last_link) {
// Ensure our displacement vector has the right number of elements.
if displacements.nrows() < multibody.ndofs() {
displacements = DVector::zeros(multibody.ndofs());
} else {
displacements.fill(0.0);
}
let Some(mouse_point) = graphics.mouse().point else {
return;
};
// We will have the endpoint track the mouse position.
let target_point = mouse_point.coords;
let options = InverseKinematicsOption {
constrained_axes: JointAxesMask::LIN_AXES,
..Default::default()
};
multibody.inverse_kinematics(
&physics.bodies,
link_id,
&options,
&Isometry::from(target_point),
&mut displacements,
);
multibody.apply_displacements(displacements.as_slice());
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(point![0.0, 0.0], 300.0);
}