Merge pull request #415 from Wolftousen/master

Add Rope Joints
This commit is contained in:
Sébastien Crozet
2022-12-18 15:12:19 +01:00
committed by GitHub
7 changed files with 442 additions and 1 deletions

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@@ -26,6 +26,7 @@ mod pyramid2;
mod restitution2; mod restitution2;
mod sensor2; mod sensor2;
mod trimesh2; mod trimesh2;
mod rope_joints2;
fn demo_name_from_command_line() -> Option<String> { fn demo_name_from_command_line() -> Option<String> {
let mut args = std::env::args(); let mut args = std::env::args();
@@ -75,6 +76,7 @@ pub fn main() {
("Polyline", polyline2::init_world), ("Polyline", polyline2::init_world),
("Pyramid", pyramid2::init_world), ("Pyramid", pyramid2::init_world),
("Restitution", restitution2::init_world), ("Restitution", restitution2::init_world),
("Rope Joints", rope_joints2::init_world),
("Sensor", sensor2::init_world), ("Sensor", sensor2::init_world),
("Trimesh", trimesh2::init_world), ("Trimesh", trimesh2::init_world),
("(Debug) box ball", debug_box_ball2::init_world), ("(Debug) box ball", debug_box_ball2::init_world),

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@@ -0,0 +1,62 @@
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 mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 0.75;
let ground_height = 0.1;
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);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![-ground_size - ground_height, ground_size]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![ground_size + ground_height, ground_size]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.3]);
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.15, 0.3);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
/*
* Tethered Ball
*/
let rad = 0.04;
let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0]);
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, child_handle, &mut bodies);
let joint = RopeJointBuilder::new().local_anchor2(point![0.0, 0.0]).limits([2.0, 2.0]);
impulse_joints.insert(character_handle, child_handle, joint, true);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.set_character_body(character_handle);
testbed.look_at(point![0.0, 1.0], 100.0);
}

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@@ -42,6 +42,7 @@ mod one_way_platforms3;
mod platform3; mod platform3;
mod primitives3; mod primitives3;
mod restitution3; mod restitution3;
mod rope_joints3;
mod sensor3; mod sensor3;
mod trimesh3; mod trimesh3;
mod vehicle_controller3; mod vehicle_controller3;
@@ -100,6 +101,7 @@ pub fn main() {
("One-way platforms", one_way_platforms3::init_world), ("One-way platforms", one_way_platforms3::init_world),
("Platform", platform3::init_world), ("Platform", platform3::init_world),
("Restitution", restitution3::init_world), ("Restitution", restitution3::init_world),
("Rope Joints", rope_joints3::init_world),
("Sensor", sensor3::init_world), ("Sensor", sensor3::init_world),
("TriMesh", trimesh3::init_world), ("TriMesh", trimesh3::init_world),
("Vehicle controller", vehicle_controller3::init_world), ("Vehicle controller", vehicle_controller3::init_world),

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@@ -0,0 +1,76 @@
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();
/*
* Ground
*/
let ground_size = 0.75;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![-ground_size - ground_height, ground_height, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![ground_size + ground_height, ground_height, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_height, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, ground_height, -ground_size - ground_height]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, ground_height, ground_size + ground_height]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.3, 0.0]);
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.15, 0.3, 0.15);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
testbed.set_initial_body_color(character_handle, [255. / 255., 131. / 255., 244.0 / 255.]);
/*
* Tethered Ball
*/
let rad = 0.04;
let rigid_body = RigidBodyBuilder::new(RigidBodyType::Dynamic).translation(vector![1.0, 1.0, 0.0]);
let child_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::ball(rad);
colliders.insert_with_parent(collider, child_handle, &mut bodies);
let joint = RopeJointBuilder::new().local_anchor2(point![0.0, 0.0, 0.0]).limits([2.0, 2.0]);
impulse_joints.insert(character_handle, child_handle, joint, true);
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.set_character_body(character_handle);
testbed.look_at(point![10.0, 10.0, 10.0], point![0.0, 0.0, 0.0]);
}

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@@ -1,5 +1,5 @@
use crate::dynamics::solver::MotorParameters; use crate::dynamics::solver::MotorParameters;
use crate::dynamics::{FixedJoint, MotorModel, PrismaticJoint, RevoluteJoint}; use crate::dynamics::{FixedJoint, MotorModel, PrismaticJoint, RevoluteJoint, RopeJoint};
use crate::math::{Isometry, Point, Real, Rotation, UnitVector, Vector, SPATIAL_DIM}; use crate::math::{Isometry, Point, Real, Rotation, UnitVector, Vector, SPATIAL_DIM};
use crate::utils::{WBasis, WReal}; use crate::utils::{WBasis, WReal};
@@ -521,6 +521,12 @@ impl GenericJoint {
PrismaticJoint, PrismaticJoint,
JointAxesMask::LOCKED_PRISMATIC_AXES JointAxesMask::LOCKED_PRISMATIC_AXES
); );
joint_conversion_methods!(
as_rope,
as_rope_mut,
RopeJoint,
JointAxesMask::FREE_FIXED_AXES
);
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
joint_conversion_methods!( joint_conversion_methods!(

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@@ -5,6 +5,7 @@ pub use self::motor_model::MotorModel;
pub use self::multibody_joint::*; pub use self::multibody_joint::*;
pub use self::prismatic_joint::*; pub use self::prismatic_joint::*;
pub use self::revolute_joint::*; pub use self::revolute_joint::*;
pub use self::rope_joint::*;
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
pub use self::spherical_joint::*; pub use self::spherical_joint::*;
@@ -16,6 +17,7 @@ mod motor_model;
mod multibody_joint; mod multibody_joint;
mod prismatic_joint; mod prismatic_joint;
mod revolute_joint; mod revolute_joint;
mod rope_joint;
#[cfg(feature = "dim3")] #[cfg(feature = "dim3")]
mod spherical_joint; mod spherical_joint;

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@@ -0,0 +1,291 @@
use crate::dynamics::joint::{GenericJoint, GenericJointBuilder, JointAxesMask};
use crate::dynamics::{JointAxis, MotorModel};
use crate::math::{Point, Real, UnitVector};
use super::{JointLimits, JointMotor};
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
#[repr(transparent)]
/// A rope joint, limits the maximum distance between two bodies
pub struct RopeJoint {
/// The underlying joint data.
pub data: GenericJoint,
}
impl RopeJoint {
/// Creates a new rope joint limiting the max distance between to bodies
pub fn new() -> Self {
let data = GenericJointBuilder::new(JointAxesMask::FREE_FIXED_AXES)
.coupled_axes(JointAxesMask::LIN_AXES)
.build();
Self { data }
}
/// The underlying generic joint.
pub fn data(&self) -> &GenericJoint {
&self.data
}
/// Are contacts between the attached rigid-bodies enabled?
pub fn contacts_enabled(&self) -> bool {
self.data.contacts_enabled
}
/// Sets whether contacts between the attached rigid-bodies are enabled.
pub fn set_contacts_enabled(&mut self, enabled: bool) -> &mut Self {
self.data.set_contacts_enabled(enabled);
self
}
/// The joints anchor, expressed in the local-space of the first rigid-body.
#[must_use]
pub fn local_anchor1(&self) -> Point<Real> {
self.data.local_anchor1()
}
/// Sets the joints anchor, expressed in the local-space of the first rigid-body.
pub fn set_local_anchor1(&mut self, anchor1: Point<Real>) -> &mut Self {
self.data.set_local_anchor1(anchor1);
self
}
/// The joints anchor, expressed in the local-space of the second rigid-body.
#[must_use]
pub fn local_anchor2(&self) -> Point<Real> {
self.data.local_anchor2()
}
/// Sets the joints anchor, expressed in the local-space of the second rigid-body.
pub fn set_local_anchor2(&mut self, anchor2: Point<Real>) -> &mut Self {
self.data.set_local_anchor2(anchor2);
self
}
/// The principal axis of the joint, expressed in the local-space of the first rigid-body.
#[must_use]
pub fn local_axis1(&self) -> UnitVector<Real> {
self.data.local_axis1()
}
/// Sets the principal axis of the joint, expressed in the local-space of the first rigid-body.
pub fn set_local_axis1(&mut self, axis1: UnitVector<Real>) -> &mut Self {
self.data.set_local_axis1(axis1);
self
}
/// The principal axis of the joint, expressed in the local-space of the second rigid-body.
#[must_use]
pub fn local_axis2(&self) -> UnitVector<Real> {
self.data.local_axis2()
}
/// Sets the principal axis of the joint, expressed in the local-space of the second rigid-body.
pub fn set_local_axis2(&mut self, axis2: UnitVector<Real>) -> &mut Self {
self.data.set_local_axis2(axis2);
self
}
/// The motor affecting the joints translational degree of freedom.
#[must_use]
pub fn motor(&self, axis: JointAxis) -> Option<&JointMotor> {
self.data.motor(axis)
}
/// Set the spring-like model used by the motor to reach the desired target velocity and position.
pub fn set_motor_model(&mut self, model: MotorModel) -> &mut Self {
self.data.set_motor_model(JointAxis::X, model);
self.data.set_motor_model(JointAxis::Y, model);
#[cfg(feature = "dim3")]
self.data.set_motor_model(JointAxis::Z, model);
self
}
/// Sets the target velocity this motor needs to reach.
pub fn set_motor_velocity(&mut self, target_vel: Real, factor: Real) -> &mut Self {
self.data
.set_motor_velocity(JointAxis::X, target_vel, factor);
self.data
.set_motor_velocity(JointAxis::Y, target_vel, factor);
#[cfg(feature = "dim3")]
self.data
.set_motor_velocity(JointAxis::Z, target_vel, factor);
self
}
/// Sets the target angle this motor needs to reach.
pub fn set_motor_position(
&mut self,
target_pos: Real,
stiffness: Real,
damping: Real,
) -> &mut Self {
self.data
.set_motor_position(JointAxis::X, target_pos, stiffness, damping);
self.data
.set_motor_position(JointAxis::Y, target_pos, stiffness, damping);
#[cfg(feature = "dim3")]
self.data
.set_motor_position(JointAxis::Z, target_pos, stiffness, damping);
self
}
/// Configure both the target angle and target velocity of the motor.
pub fn set_motor(
&mut self,
target_pos: Real,
target_vel: Real,
stiffness: Real,
damping: Real,
) -> &mut Self {
self.data
.set_motor(JointAxis::X, target_pos, target_vel, stiffness, damping);
self.data
.set_motor(JointAxis::Y, target_pos, target_vel, stiffness, damping);
#[cfg(feature = "dim3")]
self.data
.set_motor(JointAxis::Y, target_pos, target_vel, stiffness, damping);
self
}
/// Sets the maximum force the motor can deliver.
pub fn set_motor_max_force(&mut self, max_force: Real) -> &mut Self {
self.data.set_motor_max_force(JointAxis::X, max_force);
self.data.set_motor_max_force(JointAxis::Y, max_force);
#[cfg(feature = "dim3")]
self.data.set_motor_max_force(JointAxis::Z, max_force);
self
}
/// The limit maximum distance attached bodies can translate.
#[must_use]
pub fn limits(&self, axis: JointAxis) -> Option<&JointLimits<Real>> {
self.data.limits(axis)
}
/// Sets the `[min,max]` limit distances attached bodies can translate.
pub fn set_limits(&mut self, limits: [Real; 2]) -> &mut Self {
self.data.set_limits(JointAxis::X, limits);
self.data.set_limits(JointAxis::Y, limits);
#[cfg(feature = "dim3")]
self.data.set_limits(JointAxis::Z, limits);
self
}
}
impl Into<GenericJoint> for RopeJoint {
fn into(self) -> GenericJoint {
self.data
}
}
/// Create rope joints using the builder pattern.
///
/// A rope joint, limits the maximum distance between two bodies.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct RopeJointBuilder(pub RopeJoint);
impl RopeJointBuilder {
/// Creates a new builder for rope joints.
///
/// This axis is expressed in the local-space of both rigid-bodies.
pub fn new() -> Self {
Self(RopeJoint::new())
}
/// Sets whether contacts between the attached rigid-bodies are enabled.
#[must_use]
pub fn contacts_enabled(mut self, enabled: bool) -> Self {
self.0.set_contacts_enabled(enabled);
self
}
/// Sets the joints anchor, expressed in the local-space of the first rigid-body.
#[must_use]
pub fn local_anchor1(mut self, anchor1: Point<Real>) -> Self {
self.0.set_local_anchor1(anchor1);
self
}
/// Sets the joints anchor, expressed in the local-space of the second rigid-body.
#[must_use]
pub fn local_anchor2(mut self, anchor2: Point<Real>) -> Self {
self.0.set_local_anchor2(anchor2);
self
}
/// Sets the principal axis of the joint, expressed in the local-space of the first rigid-body.
#[must_use]
pub fn local_axis1(mut self, axis1: UnitVector<Real>) -> Self {
self.0.set_local_axis1(axis1);
self
}
/// Sets the principal axis of the joint, expressed in the local-space of the second rigid-body.
#[must_use]
pub fn local_axis2(mut self, axis2: UnitVector<Real>) -> Self {
self.0.set_local_axis2(axis2);
self
}
/// Set the spring-like model used by the motor to reach the desired target velocity and position.
#[must_use]
pub fn motor_model(mut self, model: MotorModel) -> Self {
self.0.set_motor_model(model);
self
}
/// Sets the target velocity this motor needs to reach.
#[must_use]
pub fn motor_velocity(mut self, target_vel: Real, factor: Real) -> Self {
self.0.set_motor_velocity(target_vel, factor);
self
}
/// Sets the target angle this motor needs to reach.
#[must_use]
pub fn motor_position(mut self, target_pos: Real, stiffness: Real, damping: Real) -> Self {
self.0.set_motor_position(target_pos, stiffness, damping);
self
}
/// Configure both the target angle and target velocity of the motor.
#[must_use]
pub fn set_motor(
mut self,
target_pos: Real,
target_vel: Real,
stiffness: Real,
damping: Real,
) -> Self {
self.0.set_motor(target_pos, target_vel, stiffness, damping);
self
}
/// Sets the maximum force the motor can deliver.
#[must_use]
pub fn motor_max_force(mut self, max_force: Real) -> Self {
self.0.set_motor_max_force(max_force);
self
}
/// Sets the `[min,max]` limit distances attached bodies can translate.
#[must_use]
pub fn limits(mut self, limits: [Real; 2]) -> Self {
self.0.set_limits(limits);
self
}
/// Builds the rope joint.
#[must_use]
pub fn build(self) -> RopeJoint {
self.0
}
}
impl Into<GenericJoint> for RopeJointBuilder {
fn into(self) -> GenericJoint {
self.0.into()
}
}