-
-
Notifications
You must be signed in to change notification settings - Fork 255
Commit
This commit does not belong to any branch on this repository, and may belong to a fork outside of the repository.
feat: implement new "small-steps" solver + joint improvements
- Loading branch information
Showing
76 changed files
with
6,664 additions
and
4,297 deletions.
There are no files selected for viewing
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,73 @@ | ||
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 mut multibody_joints = MultibodyJointSet::new(); | ||
let use_articulations = false; | ||
|
||
/* | ||
* Create a chain with a very heavy ball at the end. | ||
*/ | ||
let num = 17; | ||
let rad = 0.2; | ||
|
||
let mut body_handles = Vec::new(); | ||
|
||
for i in 0..num { | ||
let fi = i as f32; | ||
|
||
let status = if i == 0 { | ||
RigidBodyType::Fixed | ||
} else { | ||
RigidBodyType::Dynamic | ||
}; | ||
|
||
let ball_rad = if i == num - 1 { rad * 10.0 } else { rad }; | ||
let shift1 = rad * 1.1; | ||
let shift2 = ball_rad + rad * 0.1; | ||
let z = if i == 0 { | ||
0.0 | ||
} else { | ||
(fi - 1.0) * 2.0 * shift1 + shift1 + shift2 | ||
}; | ||
|
||
let rigid_body = RigidBodyBuilder::new(status) | ||
.translation(vector![0.0, 0.0, z]) | ||
.additional_solver_iterations(16); | ||
let child_handle = bodies.insert(rigid_body); | ||
let collider = ColliderBuilder::ball(ball_rad); | ||
colliders.insert_with_parent(collider, child_handle, &mut bodies); | ||
|
||
// Vertical joint. | ||
if i > 0 { | ||
let parent_handle = *body_handles.last().unwrap(); | ||
let joint = if i == 1 { | ||
SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift1 * 2.0]) | ||
} else { | ||
SphericalJointBuilder::new() | ||
.local_anchor1(point![0.0, 0.0, shift1]) | ||
.local_anchor2(point![0.0, 0.0, -shift2]) | ||
}; | ||
|
||
if use_articulations { | ||
multibody_joints.insert(parent_handle, child_handle, joint, true); | ||
} else { | ||
impulse_joints.insert(parent_handle, child_handle, joint, true); | ||
} | ||
} | ||
|
||
body_handles.push(child_handle); | ||
} | ||
|
||
/* | ||
* Set up the testbed. | ||
*/ | ||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); | ||
testbed.look_at(point![10.0, 10.0, 10.0], Point::origin()); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,96 @@ | ||
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 impulse_joints = ImpulseJointSet::new(); | ||
let multibody_joints = MultibodyJointSet::new(); | ||
|
||
let num_levels = 4; | ||
let stick_len = 2.0; | ||
let stick_rad = 0.2; | ||
|
||
/* | ||
* Floor. | ||
*/ | ||
let floor_body = | ||
RigidBodyBuilder::fixed().translation(vector![0.0, -stick_len - stick_rad, 0.0]); | ||
let floor_handle = bodies.insert(floor_body); | ||
let floor_cube = ColliderBuilder::cuboid(stick_len, stick_len, stick_len); | ||
colliders.insert_with_parent(floor_cube, floor_handle, &mut bodies); | ||
|
||
/* | ||
* Create a stack of capsule with a very heavy cube on top. | ||
*/ | ||
for i in 0..num_levels { | ||
let fi = i as f32; | ||
|
||
let body = RigidBodyBuilder::dynamic().translation(vector![ | ||
0.0, | ||
fi * stick_rad * 4.0, | ||
-(stick_len / 2.0 - stick_rad) | ||
]); | ||
let handle = bodies.insert(body); | ||
let capsule = ColliderBuilder::cuboid(stick_len / 2.0, stick_rad, stick_rad); | ||
colliders.insert_with_parent(capsule, handle, &mut bodies); | ||
|
||
let body = RigidBodyBuilder::dynamic().translation(vector![ | ||
0.0, | ||
fi * stick_rad * 4.0, | ||
(stick_len / 2.0 - stick_rad) | ||
]); | ||
let handle = bodies.insert(body); | ||
let capsule = ColliderBuilder::cuboid(stick_len / 2.0, stick_rad, stick_rad); | ||
colliders.insert_with_parent(capsule, handle, &mut bodies); | ||
|
||
let body = RigidBodyBuilder::dynamic().translation(vector![ | ||
-(stick_len / 2.0 - stick_rad), | ||
(fi + 0.5) * stick_rad * 4.0, | ||
0.0 | ||
]); | ||
let handle = bodies.insert(body); | ||
let capsule = ColliderBuilder::cuboid(stick_rad, stick_rad, stick_len / 2.0); | ||
colliders.insert_with_parent(capsule, handle, &mut bodies); | ||
|
||
let body = RigidBodyBuilder::dynamic().translation(vector![ | ||
(stick_len / 2.0 - stick_rad), | ||
(fi + 0.5) * stick_rad * 4.0, | ||
0.0 | ||
]); | ||
let handle = bodies.insert(body); | ||
let capsule = ColliderBuilder::cuboid(stick_rad, stick_rad, stick_len / 2.0); | ||
colliders.insert_with_parent(capsule, handle, &mut bodies); | ||
} | ||
|
||
/* | ||
* Big cube on top. | ||
*/ | ||
let cube_len = stick_len * 2.0; | ||
let floor_body = RigidBodyBuilder::dynamic() | ||
.translation(vector![ | ||
0.0, | ||
cube_len / 2.0 + (num_levels as f32 - 0.25) * stick_rad * 4.0, | ||
0.0 | ||
]) | ||
.additional_solver_iterations(36); | ||
let floor_handle = bodies.insert(floor_body); | ||
let floor_cube = ColliderBuilder::cuboid(cube_len / 2.0, cube_len / 2.0, cube_len / 2.0); | ||
colliders.insert_with_parent(floor_cube, floor_handle, &mut bodies); | ||
|
||
let small_mass = | ||
MassProperties::from_cuboid(1.0, vector![stick_rad, stick_rad, stick_len / 2.0]).mass(); | ||
let big_mass = | ||
MassProperties::from_cuboid(1.0, vector![cube_len / 2.0, cube_len / 2.0, cube_len / 2.0]) | ||
.mass(); | ||
println!("debug_cube_high_mass_ratio3: small stick mass: {small_mass}, big cube mass: {big_mass}, mass_ratio: {}", big_mass / small_mass); | ||
|
||
/* | ||
* Set up the testbed. | ||
*/ | ||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); | ||
testbed.look_at(point![10.0, 10.0, 10.0], Point::origin()); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Original file line number | Diff line number | Diff line change |
---|---|---|
@@ -0,0 +1,63 @@ | ||
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 mut multibody_joints = MultibodyJointSet::new(); | ||
let use_articulations = false; | ||
|
||
/* | ||
* Create the long chain. | ||
*/ | ||
let num = 100; | ||
let rad = 0.2; | ||
let shift = rad * 2.2; | ||
|
||
let mut body_handles = Vec::new(); | ||
|
||
for i in 0..num { | ||
let fi = i as f32; | ||
|
||
let status = if i == 0 { | ||
RigidBodyType::Fixed | ||
} else { | ||
RigidBodyType::Dynamic | ||
}; | ||
|
||
let rigid_body = RigidBodyBuilder::new(status).translation(vector![0.0, 0.0, fi * shift]); | ||
let child_handle = bodies.insert(rigid_body); | ||
let collider = ColliderBuilder::ball(rad); | ||
colliders.insert_with_parent(collider, child_handle, &mut bodies); | ||
|
||
// Vertical joint. | ||
if i > 0 { | ||
let parent_handle = *body_handles.last().unwrap(); | ||
let joint = if i == 1 { | ||
SphericalJointBuilder::new().local_anchor2(point![0.0, 0.0, -shift]) | ||
} else { | ||
SphericalJointBuilder::new() | ||
.local_anchor1(point![0.0, 0.0, shift / 2.0]) | ||
.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); | ||
} | ||
} | ||
|
||
body_handles.push(child_handle); | ||
} | ||
|
||
/* | ||
* Set up the testbed. | ||
*/ | ||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); | ||
testbed.look_at(point![10.0, 10.0, 10.0], Point::origin()); | ||
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Oops, something went wrong.