Joints
One of the most appealing features of a physics engine is to simulate articulations. Articulations, aka. joints, allow the restriction of the motion of one body relative to another body. For example, one well-known joint is the ball-in-socket joint also known as the spherical joint: it allows one object to rotate freely with regard to the other but not to translate. This is typically used to simulate shoulders of a ragdoll.
Basic concepts
Joints can be modeled in various ways but let's talk about the concept of Degrees Of Freedom (DOF) first. In 3D, a rigid-body is capable of translating along the 3 coordinates axes , and , and to rotate along those three axes as well. Therefore, a rigid-body is said to have 3 translational DOF and 3 rotational DOF. We can also say a 3D rigid-body has a total of 6 DOF. The 2D case is similar but with less possibilities of movements: a 2D rigid-body has 2 translational DOF and only 1 rotational DOF (which forms a total of 3 DOF). The number of relative DOF of a body wrt. another body is the number of possible relative translations and rotations.
The goal of a joint is to reduce the number of DOF a body has. For example, the aforementioned spherical joint removes all relative translations between two bodies. Therefore, it allows only the 3 rotational DOF in 3D simulations or the 1 rotational DOF in 2D simulations. Other joints exist allowing other combinations of relative DOF. Note that because there are less possible motions in 2D, some joints are only defined in 3D. This is illustrated by empty cells in the following table for joints that are not defined in 2D:
| Joint | Allowed DOF in 2D | Allowed DOF in 3D | Rapier support |
|---|---|---|---|
| Fixed joint | None | None | Yes |
| Free joint | All | All | Through GenericJoint |
| Prismatic joint | 1 Translation | 1 Translation | Yes |
| Revolute joint | 1 Rotation | 1 Rotation | Yes |
| Spherical joint | 1 Rotation | 3 Rotations | Yes |
| Cartesian joint | 2 Translations | 3 Translations | Through GenericJoint |
| Planar joint | 2 Translations + 1 Rotation | Through GenericJoint | |
| Cylindrical joint | 1 Translation + 1 Rotation (along the same axis) | Through GenericJoint | |
| Pin-slot joint | 1 Translation + 1 Rotation (along different axes) | Through GenericJoint | |
| Rectangular joint | 2 Translations | Through GenericJoint | |
| Universal joint | 2 Rotations | Through GenericJoint |
As the Python bindings are 3D only, only the 3D column of this table is relevant. A joint is created by a builder
obtained from the static builder method of its class (e.g., FixedJoint.builder(), or RevoluteJoint.builder(axis=...)),
each method of the builder returning a new builder with the corresponding property set, so they can be chained.
Joints must be inserted into the physics world either as an impulse joint with world.impulse_joints.insert, or as a
multibody joint with world.multibody_joints.insert, given the handles of the two rigid-bodies it attaches (these
methods accept the builder directly, as well as the joint returned by its build method). They return an
ImpulseJointHandle and a MultibodyJointHandle respectively. The difference between those is explained in
next section. Note that removing a rigid-body with PhysicsWorld.remove_body also removes
all the joints attached to it.
Fixed joint
A fixed joint ensures that two rigid-bodies don't move relative to each other. Fixed joints are characterized by
one local frame (represented by an Isometry3) on each rigid-body. The fixed-joint makes these frames
coincide in world-space.
Attaching multiple colliders to a single rigid-body will have the same effect as using one rigid-body per collider and attaching them with a fixed joint. However the multi-collider approach will be much more efficient and numerically efficient than the joint approach. So a fixed-joint should only be used when the multi-collider doesn't fit your use-case (for example if you want to read the force applied by the joint in order to break it dynamically).
The local frames are set with the local_frame1 and local_frame2 methods of the builder, expressed in the
local-space of the first and second rigid-body respectively. Their translation parts are the local anchors of the
joint, which can also be set with local_anchor1 and local_anchor2:
# NOTE: setting the local anchors sets the translation part of the local frames.
joint = (
rp.FixedJoint.builder()
.local_anchor1((0.0, 1.0, 0.0))
.local_anchor2((0.0, -3.0, 0.0))
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
Spherical joint
The spherical joint ensures that two points on the local-spaces of two rigid-bodies always coincide (it prevents any relative translational motion at this points). This is typically used to simulate ragdolls arms, pendulums, etc. They are characterized by one local anchor on each rigid-body. Each anchor represents the location of the points that need to coincide on the local-space of each rigid-body.
joint = (
rp.SphericalJoint.builder()
.local_anchor1((0.0, 0.0, 1.0))
.local_anchor2((0.0, 0.0, -3.0))
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
Revolute joint
The revolute joint prevents any relative movement between two rigid-bodies, except for relative rotations along one axis. This is typically used to simulate wheels, fans, etc. They are characterized by one local anchor as well as one local axis on each rigid-body.
The local axis is given to RevoluteJoint.builder (it is required since the bindings are 3D only): it sets the
rotation of both local frames so that their axis is aligned with this axis. Different axes on each
rigid-body can then be set with the local_axis1 and local_axis2 methods of the builder. The current angle of the
joint can be computed from the rotations of its two rigid-bodies with RevoluteJoint.angle:
x = (1.0, 0.0, 0.0)
joint = (
rp.RevoluteJoint.builder(axis=x)
.local_anchor1((0.0, 0.0, 1.0))
.local_anchor2((0.0, 0.0, -3.0))
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
Prismatic joint
The prismatic joint prevents any relative movement between two rigid-bodies, except for relative translations
along one axis. It is characterized by one local anchor as well as one local axis on each rigid-body. The
local axis given to PrismaticJoint.builder is the axis of both local frames, and different axes on each
rigid-body can be set with the local_axis1 and local_axis2 methods of the builder. The rotation of the local frames
around this axis is computed automatically: use a generic joint with explicit local frames if you
need to control the fixed relative orientation of the rigid-bodies.
The prismatic joint supports the application of joint limits. This will restrict the relative distance between
the rigid-body anchors (along the free joint axis) to remain in the range set with the limits(min, max) method of
the builder (or with PrismaticJoint.set_limits). The signed distance is computed as (anchor2 - anchor1).dot(axis1).
x = (1.0, 0.0, 0.0)
joint = (
rp.PrismaticJoint.builder(axis=x)
.local_anchor1((0.0, 0.0, 1.0))
.local_anchor2((0.0, 0.0, -3.0))
.limits(-2.0, 5.0)
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
Limits apply to any free axis of any joint: the angular limits of a revolute joint are set the same way (in radians).
The joints with several free axes (the spherical joint and the generic joints) take the axis the
limits apply to as their first argument: JointAxis.LIN_X, JointAxis.LIN_Y, and JointAxis.LIN_Z for the
translations, then JointAxis.ANG_X, JointAxis.ANG_Y, and JointAxis.ANG_Z for the rotations (the free axis of a
prismatic joint being JointAxis.LIN_X, and the one of a revolute joint being JointAxis.ANG_X). The limits of an
axis can be read with the limits method of the joint, which returns a JointLimits (or None if they are not
enabled).
Joint motors
Spherical, revolute, and prismatic joints support joint motors.
Motors allow you to make the linked rigid-bodies move relative to one another, along the free degrees of freedom left
by the joint, as if a motor was pushing them. The joint motor is simulated with a PD controller (Proportional Derivative controller) where you
can set a target relative velocity along the free degrees of freedom as well as a target position. The stiffness of
the PD controller controls the strength of the force that will be applied to make the bodies reach the target relative
positions along the free DOFs. The damping of the PD controller controls the strength of the force that will be applied
to make the bodies reach the target relative velocities along the free DOFs. All joints supporting motors have the
following methods:
-
set_motor_position(target_pos, stiffness, damping): this tells the joint motor that we want the relative position of the rigid-bodies along the free DOFs to be equal totarget_pos, and that the relative velocity when it reaches that position should be zero. -
set_motor_velocity(target_vel, factor): this tells the joint motor that we want the relative relative velocity of the rigid-bodies along the free DOFs to be equal totarget_vel. There is no restriction on the relative position along the free DOF. -
set_motor(target_pos, target_vel, stiffness, damping): this lets you control all the parameters of the motor's spring-like equation. This should be used only if the other configuration methods are not flexible enough. -
set_motor_model(model): this selects the mathematical model for the motor's controller. All the available models use a spring-like equation. See the API documentation of MotorModel for details. WithMotorModel.ACCELERATION_BASED(the default), the stiffness and damping are scaled by the mass of the rigid-bodies (which makes them easier to tune). WithMotorModel.FORCE_BASED, they produce absolute forces.
It is also possible to configure the maximum impulse applied by the motor with set_motor_max_force: this limits the maximum force/torque the
motor is able to deliver. The following examples show the configuration of the joint motor for a prismatic joint:
x = (1.0, 0.0, 0.0)
joint = (
rp.PrismaticJoint.builder(axis=x)
.local_anchor1((0.0, 0.0, 1.0))
.local_anchor2((0.0, 0.0, -3.0))
.motor_velocity(1.0, 0.5)
)
joint_handle = world.impulse_joints.insert(body_handle1, body_handle2, joint)
The builders have the same methods as the joints, without the set_ prefix (e.g., motor_velocity instead of
set_motor_velocity). Like for the limits, the spherical joint and the generic joints take the axis of the motor as
their first argument, e.g., set_motor_velocity(JointAxis.ANG_X, target_vel, factor). The current configuration of
a motor can be read with the motor method of the joint, which returns a JointMotor (or None if the motor isn't
enabled).
Generic joints
All the joints of this page are specializations of the GenericJoint class (given by their data property), so
any other combination of free DOF can be described by a generic joint. Its builder is obtained with
GenericJoint.builder(locked_axes=...), where locked_axes is a JointAxesMask with one flag per axis of the joint
(JointAxesMask.LIN_X for the translation along , etc.) combined with the | operator, each flag
removing the corresponding relative DOF. For example, the locked axes of a fixed joint are
JointAxesMask.LOCKED_FIXED_AXES, and the ones of a revolute joint are JointAxesMask.LOCKED_REVOLUTE_AXES. By
default, nothing is locked, which is a Free joint. On top of the local frames, limits, and motors, the following
properties can be set by the builder of any joint, and read or modified afterward on its GenericJoint:
contacts_enabled: whether the colliders of the two rigid-bodies attached by the joint can collide with each other.softness: the natural frequency and damping ratio of the joint constraints (as aSpringCoefficients). Lowering them makes the joint springy instead of rigid. Note that this has no effect on the locked axes of a multibody joint, which can't be violated.user_data: an integer (of up to 128 bits) freely available to the application.
The axes with enabled limits and motors are given by the GenericJoint.limit_axes and GenericJoint.motor_axes
masks.
# A cylindrical joint: only the translation along, and the rotation around, the X axis are free.
locked_axes = rp.JointAxesMask.LIN_Y | rp.JointAxesMask.LIN_Z | rp.JointAxesMask.ANG_Y | rp.JointAxesMask.ANG_Z
# Make the locked axes springy instead of rigid.
# Default: a natural frequency of 1.0e6 Hz and a damping ratio of 1.0.
softness = rp.SpringCoefficients(natural_frequency=10.0, damping_ratio=1.0)
joint = (
rp.GenericJoint.builder(locked_axes=locked_axes)
.local_anchor1((0.0, 0.0, 1.0))
.local_anchor2((0.0, 0.0, -3.0))
# Limit the relative translation along the X axis.
.limits(rp.JointAxis.LIN_X, -2.0, 5.0)
# Allow contacts between the colliders of the two rigid-bodies.
# Default: True
.contacts_enabled(True)
.softness(softness)
# An integer (up to 128 bits) freely available to the application.
# Default: 0
.user_data(42)
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
The coupled_axes mask changes the interpretation of the limits and motors of the coupled axes: instead of applying
to each axis independently, they apply to the combined displacement along all the coupled linear axes (resp. angular
axes). In this case, only the limit and motor of the first coupled linear axis (resp. angular axis) are used. This is,
for example, how the rope joint limits the distance between its anchors:
# The relative translation along all the axes is free, but its length is limited to 2.0 (like a rope).
joint = (
rp.GenericJoint.builder()
.coupled_axes(rp.JointAxesMask.LIN_AXES)
# Only the limits of the first coupled axis are used.
.limits(rp.JointAxis.LIN_X, 0.0, 2.0)
)
world.impulse_joints.insert(body_handle1, body_handle2, joint)
The rope joint and the spring joint are both built this way, and have their own classes: RopeJoint and
SpringJoint. The model of the spring can be selected with the spring_model method of its builder (with the same
MotorModel values as the joint motors):
# The distance between the anchors can't exceed 2.0.
rope = rp.RopeJoint.builder(max_distance=2.0)
world.impulse_joints.insert(body_handle1, body_handle2, rope)
# A spring with a rest length of 2.0, a stiffness of 10.0, and a damping of 0.5.
spring = rp.SpringJoint.builder(rest_length=2.0, stiffness=10.0, damping=0.5)
world.impulse_joints.insert(body_handle1, body_handle2, spring)
Modifying joints
After its insertion, an impulse joint is accessed with world.impulse_joints[handle] (or with
world.impulse_joints.get(handle), which returns None instead of raising an InvalidHandle exception if the handle
is invalid). This returns an ImpulseJoint, which is a live view of the joint: its data property is the
GenericJoint of the joint, and modifying it (or assigning a whole new GenericJoint to it) modifies the joint
inserted into the world, and wakes up its rigid-bodies. Setting GenericJoint.set_enabled(False) disables the joint:
it stays attached to its rigid-bodies but is ignored by the constraints solver. The rigid-bodies attached by the joint
are given by ImpulseJoint.body1 and ImpulseJoint.body2, and can be replaced with world.impulse_joints.set_bodies.
Finally, a joint is removed with world.impulse_joints.remove (resp. world.multibody_joints.remove for a multibody
joint). Iterating through world.impulse_joints yields the handle and the view of each impulse joint of the world,
and the handles of the joints attached to a rigid-body are given by world.impulse_joints.attached_joints:
# A live view of the joint: modifying it modifies the joint inserted into the world (and wakes up its rigid-bodies).
joint = world.impulse_joints[joint_handle]
# Change the motor of the joint.
joint.data.set_motor_velocity(rp.JointAxis.LIN_X, 2.0, 0.5)
# Forbid contacts between the colliders of its rigid-bodies.
joint.data.contacts_enabled = False
# Disable the joint: it stays attached to its rigid-bodies but is ignored by the solver.
joint.data.set_enabled(False)
# The rigid-bodies attached by the joint.
print("The joint attaches", joint.body1, "and", joint.body2)
# Attach the joint to other rigid-bodies (its handle doesn't change).
world.impulse_joints.set_bodies(joint_handle, body_handle2, body_handle1)
# Iterate through all the impulse joints of the world.
for handle, joint in world.impulse_joints:
print(handle, "attaches", joint.body1, "and", joint.body2)
# The handles of all the impulse joints attached to a rigid-body.
attached_joints = list(world.impulse_joints.attached_joints(body_handle1))
# Remove the joint, waking up its rigid-bodies.
world.impulse_joints.remove(joint_handle)
The impulses applied by an impulse joint during the last simulation step are given by ImpulseJoint.impulses (a list
of 6 values: the 3 linear impulses, then the 3 angular impulses). This can be used to break a joint dynamically, by
removing it once these impulses exceed some threshold:
max_impulse = 10.0
world.step()
# The impulses applied by the joint during the last step: 3 linear components, then 3 angular components.
impulses = world.impulse_joints[joint_handle].impulses
# Break the joint if it has to pull its rigid-bodies too strongly to keep them together.
if math.hypot(*impulses[:3]) > max_impulse:
world.impulse_joints.remove(joint_handle)