fix: avoid perpetual movement when the target ang motor position is overshot
This commit is contained in:
@@ -35,6 +35,7 @@ mod joints3;
|
||||
// mod joints3;
|
||||
mod character_controller3;
|
||||
mod debug_internal_edges3;
|
||||
mod joint_motor_position3;
|
||||
mod keva3;
|
||||
mod locked_rotations3;
|
||||
mod newton_cradle3;
|
||||
@@ -97,6 +98,7 @@ pub fn main() {
|
||||
("Domino", domino3::init_world),
|
||||
("Heightfield", heightfield3::init_world),
|
||||
("Impulse Joints", joints3::init_world_with_joints),
|
||||
("Joint Motor Position", joint_motor_position3::init_world),
|
||||
("Locked rotations", locked_rotations3::init_world),
|
||||
("One-way platforms", one_way_platforms3::init_world),
|
||||
("Platform", platform3::init_world),
|
||||
|
||||
84
examples3d/joint_motor_position3.rs
Normal file
84
examples3d/joint_motor_position3.rs
Normal file
@@ -0,0 +1,84 @@
|
||||
use rapier3d::prelude::*;
|
||||
use rapier_testbed3d::Testbed;
|
||||
|
||||
pub fn init_world(testbed: &mut Testbed) {
|
||||
/*
|
||||
* World
|
||||
*/
|
||||
let mut bodies = RigidBodySet::new();
|
||||
let mut colliders = ColliderSet::new();
|
||||
let mut impulse_joints = ImpulseJointSet::new();
|
||||
let multibody_joints = MultibodyJointSet::new();
|
||||
|
||||
/*
|
||||
* The ground
|
||||
*/
|
||||
let ground_size = 5.0;
|
||||
let ground_height = 0.1;
|
||||
|
||||
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
|
||||
let ground_handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
|
||||
colliders.insert_with_parent(collider, ground_handle, &mut bodies);
|
||||
|
||||
/*
|
||||
* A rectangle on a motor with target position.
|
||||
*/
|
||||
for num in 0..9 {
|
||||
let x_pos = -6.0 + 1.5 * num as f32;
|
||||
let rigid_body = RigidBodyBuilder::dynamic()
|
||||
.translation(vector![x_pos, 2.0, 0.0])
|
||||
.can_sleep(false);
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(0.1, 0.5, 0.1);
|
||||
colliders.insert_with_parent(collider, handle, &mut bodies);
|
||||
|
||||
let joint = RevoluteJointBuilder::new(Vector::z_axis())
|
||||
.local_anchor1(point![x_pos, 1.5, 0.0])
|
||||
.local_anchor2(point![0.0, -0.5, 0.0])
|
||||
.motor_position(
|
||||
-(std::f32::consts::PI - std::f32::consts::PI / 4.0 * num as f32),
|
||||
1000.0,
|
||||
150.0,
|
||||
);
|
||||
impulse_joints.insert(ground_handle, handle, joint, true);
|
||||
}
|
||||
|
||||
/*
|
||||
* A rectangle on a motor with limits.
|
||||
*/
|
||||
for num in 0..9 {
|
||||
let x_pos = -6.0 + 1.5 * num as f32;
|
||||
let rigid_body = RigidBodyBuilder::dynamic()
|
||||
.translation(vector![x_pos, 5.0, 0.0])
|
||||
.rotation(vector![0.0, 0.0, std::f32::consts::PI])
|
||||
.can_sleep(false);
|
||||
let handle = bodies.insert(rigid_body);
|
||||
let collider = ColliderBuilder::cuboid(0.1, 0.5, 0.1);
|
||||
colliders.insert_with_parent(collider, handle, &mut bodies);
|
||||
|
||||
let joint = RevoluteJointBuilder::new(Vector::z_axis())
|
||||
.local_anchor1(point![x_pos, 5.0, 0.0])
|
||||
.local_anchor2(point![0.0, -0.5, 0.0])
|
||||
.motor_velocity(1.5, 30.0)
|
||||
.motor_max_force(100.0)
|
||||
.limits([
|
||||
-std::f32::consts::PI,
|
||||
std::f32::consts::PI / 4.0 * num as f32,
|
||||
]);
|
||||
impulse_joints.insert(ground_handle, handle, joint, true);
|
||||
}
|
||||
|
||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world_with_params(
|
||||
bodies,
|
||||
colliders,
|
||||
impulse_joints,
|
||||
multibody_joints,
|
||||
vector![0.0, 0.0, 0.0],
|
||||
(),
|
||||
);
|
||||
testbed.look_at(point![15.0, 5.0, 42.0], point![13.0, 1.0, 1.0]);
|
||||
}
|
||||
Reference in New Issue
Block a user