Rayrai Example: Rolling And Spinning Friction

Overview

This example visualizes native rolling and spinning friction on a grid of spheres and cylinders, all spawned with initial linear and angular velocity. As the bodies dissipate energy through these friction modes they slow down, come to rest, and are recolored to indicate sleeping. The demo restarts on a fixed cadence so the motion and its decay are easy to compare.

The GIF below uses a smaller 6 × 6 grid. A headless image generator rebuilds it during the documentation build:

rolling and spinning friction demo — spheres and cylinders settling on a checkered ground

Target

CMake target: rayrai_rolling_spinning_friction.

Run

Run the build-tree executable:

./build-examples/examples/rayrai_rolling_spinning_friction

On Windows, run rayrai_rolling_spinning_friction.exe instead. This example renders in process with rayrai and does not need rayrai_tcp_viewer.

Command-line options:

./build-examples/examples/rayrai_rolling_spinning_friction \
  --grid=12             \
  --steps=2500          \
  --steps-per-frame=16  \
  --hold-frames=120
  • --grid — N × N body grid (default 10). Larger values exercise the solver harder; the GIF on this page uses a 6 × 6 grid for clarity.

  • --steps — physics steps per cycle (default 2500). One cycle is one full reset → run-until-rest sequence.

  • --steps-per-frame — physics steps per render frame (default 16). Higher values speed up the visible motion at the cost of frame-to-frame smoothness.

  • --hold-frames — frames to wait after each cycle before resetting (default 120).

How it works

The rolling/spinning friction comes from the material-pair property set up in main():

world->setMaterialPairProp("ground", "body",
                           1.0,    // dynamic friction
                           0.0,    // restitution
                           0.0,    // restitution threshold
                           1.0,    // static friction
                           1e-3,   // static-friction threshold velocity
                           0.12,   // rolling friction (mu_r)
                           0.08);  // spinning friction (mu_spin)

The last two arguments are the rollingFriction and spinningFriction coefficients introduced in v2.3.0. Both are zero in every other setMaterialPairProp overload, so existing scenes behave exactly as before; setting them switches the solver onto the extended path for that pair. See Material System for the full contact-impulse derivation.

The scene is built once at startup:

  • A checkerboard-textured ground plane with the ground material.

  • An N × N grid of unit-mass primitives alternating sphere/cylinder by checker pattern, all in the body material. Cylinders are oriented so that the initial angular velocity rolls them along the floor instead of spinning in place; spheres receive linear + angular velocity in two axes.

  • Sleeping is enabled with mild thresholds (setSleepingParameters(0.012, 0.03, 25)), so bodies that come to rest stop integrating and switch to a blue appearance.

Each rendered frame integrates --steps-per-frame physics steps, updates the sleep appearance, and shows aggregate statistics in an ImGui overlay. Abridged from the source:

while (!app.quit) {
  app.processEvents();
  if (app.quit) break;

  if (stepInCycle < cycleSteps) {
    for (int i = 0; i < stepsPerFrame; ++i) {
      world->integrate();
      lastContacts = world->getContactProblem()->size();
      contactTotal += lastContacts;
      ++stepInCycle;
    }
  } else if (++heldFrames >= holdFrames) {
    resetDemo(*world, bodies, grid);   // re-fire the cycle
    stepInCycle = 0;
    heldFrames = 0;
  }

  updateSleepingAppearance(*world, bodies);
  computeMeanSpeeds(bodies, meanLinearSpeed, meanAngularSpeed);

  app.beginFrame();
  app.renderViewer(*viewer);
  // ... ImGui overlay with step / contacts / speeds ...
  app.endFrame();
}

What to look for

  • Rolling bodies come to rest. Sliding friction first turns the initial skid into rolling; rolling friction then removes energy from the rolling motion, so linear and angular speed decay together. Without rolling friction, a body rolling without slipping would keep rolling.

  • Spheres stop spinning about the vertical axis. Each sphere also starts with spin about the contact normal. Spinning friction applies a torque about the normal that removes this spin; without it, a sphere would keep spinning in place after it stops rolling.

  • Sleeping bodies turn blue. RaiSim’s sleep detector fires when the averaged velocity drops below the configured thresholds; sleeping bodies skip integration and stay on the cheaper path until the next cycle reset.

  • Average contact count and mean speeds are shown in the ImGui overlay so you can watch energy dissipate over the cycle.

Full source

This is the complete source used by the build-tree target:

  1#include <algorithm>
  2#include <cstdlib>
  3#include <memory>
  4#include <string>
  5#include <vector>
  6
  7#include <glm/glm.hpp>
  8
  9#include "raisim/World.hpp"
 10#include "rayrai/example_common.hpp"
 11#include "rayrai_example_compat.hpp"
 12
 13namespace {
 14
 15struct DemoBody {
 16  raisim::SingleBodyObject* object = nullptr;
 17  std::string activeAppearance;
 18  bool sleeping = false;
 19  bool sphereShape = false;
 20  int x = 0;
 21  int y = 0;
 22};
 23
 24int readIntArg(int argc, char** argv, const char* name, int fallback) {
 25  const std::string prefix = std::string(name) + "=";
 26  for (int i = 1; i < argc; ++i) {
 27    const std::string arg(argv[i]);
 28    if (arg == name && i + 1 < argc) return std::max(1, std::atoi(argv[++i]));
 29    if (arg.rfind(prefix, 0) == 0) return std::max(1, std::atoi(arg.c_str() + prefix.size()));
 30  }
 31  return fallback;
 32}
 33
 34void resetBody(raisim::World& world, DemoBody& body, int grid) {
 35  const double spacing = 1.1;
 36  const double origin = -0.5 * spacing * double(grid - 1);
 37  const int x = body.x;
 38  const int y = body.y;
 39
 40  if (body.sphereShape) {
 41    body.object->setPosition(origin + spacing * x, origin + spacing * y, 0.25);
 42    body.object->setOrientation(1.0, 0.0, 0.0, 0.0);
 43    body.object->setVelocity(1.7 + 0.08 * x, 0.4 + 0.05 * y, 0.0, 0.0, -11.0, 18.0);
 44  } else if ((x & 1) == 0) {
 45    // Cylinder axis lies along world X, so angular velocity about X visibly rolls it along Y.
 46    body.object->setOrientation(0.7071067812, 0.0, 0.7071067812, 0.0);
 47    body.object->setPosition(origin + spacing * x, origin + spacing * y, 0.22);
 48    body.object->setVelocity(0.15 + 0.04 * x, 1.9 + 0.07 * y, 0.0, 14.0, 0.0, 0.0);
 49  } else {
 50    // Cylinder axis lies along world Y, so angular velocity about Y visibly rolls it along X.
 51    body.object->setOrientation(0.7071067812, -0.7071067812, 0.0, 0.0);
 52    body.object->setPosition(origin + spacing * x, origin + spacing * y, 0.22);
 53    body.object->setVelocity(1.9 + 0.07 * x, 0.15 + 0.04 * y, 0.0, 0.0, -14.0, 0.0);
 54  }
 55
 56  body.sleeping = false;
 57  body.object->setAppearance(body.activeAppearance);
 58  world.wakeObject(body.object);
 59}
 60
 61std::vector<DemoBody> createBodies(raisim::World& world, int grid) {
 62  std::vector<DemoBody> bodies;
 63  bodies.reserve(static_cast<size_t>(grid * grid));
 64
 65  for (int y = 0; y < grid; ++y) {
 66    for (int x = 0; x < grid; ++x) {
 67      const bool sphereShape = ((x + y) & 1) == 0;
 68      DemoBody body;
 69      body.sphereShape = sphereShape;
 70      body.x = x;
 71      body.y = y;
 72      body.activeAppearance = sphereShape ? "0.95, 0.42, 0.12, 1.0" : "0.15, 0.70, 0.28, 1.0";
 73      if (sphereShape) {
 74        body.object = world.addSphere(0.25, 1.0, "body");
 75      } else {
 76        body.object = world.addCylinder(0.22, 0.55, 1.0, "body");
 77      }
 78      body.object->setAppearance(body.activeAppearance);
 79      bodies.push_back(body);
 80      resetBody(world, bodies.back(), grid);
 81    }
 82  }
 83
 84  return bodies;
 85}
 86
 87void resetDemo(raisim::World& world, std::vector<DemoBody>& bodies, int grid) {
 88  world.setWorldTime(0.0);
 89  for (auto& body : bodies) resetBody(world, body, grid);
 90  world.wakeAll();
 91}
 92
 93void updateSleepingAppearance(raisim::World& world, std::vector<DemoBody>& bodies) {
 94  for (auto& body : bodies) {
 95    const bool sleeping = world.isObjectSleeping(body.object);
 96    if (sleeping != body.sleeping) {
 97      body.object->setAppearance(sleeping ? "0.20, 0.55, 1.00, 1.0" : body.activeAppearance);
 98      body.sleeping = sleeping;
 99    }
100  }
101}
102
103void computeMeanSpeeds(const std::vector<DemoBody>& bodies, double& linearSpeed, double& angularSpeed) {
104  linearSpeed = 0.0;
105  angularSpeed = 0.0;
106  if (bodies.empty()) return;
107
108  for (const auto& body : bodies) {
109    linearSpeed += body.object->getLinearVelocity().norm();
110    angularSpeed += body.object->getAngularVelocity().norm();
111  }
112
113  linearSpeed /= double(bodies.size());
114  angularSpeed /= double(bodies.size());
115}
116
117}  // namespace
118
119int main(int argc, char* argv[]) {
120  const int grid = readIntArg(argc, argv, "--grid", 10);
121  const int cycleSteps = readIntArg(argc, argv, "--steps", 2500);
122  const int stepsPerFrame = readIntArg(argc, argv, "--steps-per-frame", 16);
123  const int holdFrames = readIntArg(argc, argv, "--hold-frames", 120);
124
125  ExampleApp app;
126  if (!app.init("rayrai_rolling_spinning_friction", 1280, 720)) return -1;
127
128  auto world = std::make_shared<raisim::World>();
129  world->setTimeStep(0.001);
130  world->setERP(0.0, 0.0);
131  world->setContactSolverParam(1.0, 1.0, 1.0, 120, 1e-10);
132  world->setGravity({0.0, 0.0, -9.81});
133  world->setSleepingEnabled(true);
134  world->setSleepingParameters(0.012, 0.03, 25);
135  auto* ground = world->addGround(0.0, "ground");
136  ground->setAppearance("checkerboard");
137  world->setMaterialPairProp("ground", "body", 1.0, 0.0, 0.0, 1.0, 1e-3, 0.12, 0.08);
138
139  std::vector<DemoBody> bodies = createBodies(*world, grid);
140
141  auto viewer = std::make_shared<raisin::RayraiWindow>(world, 1280, 720);
142  viewer->setRenderQualitySettings(raisin::RayraiWindow::defaultRenderQualitySettings(raisin::RayraiWindow::RenderQualityPreset::Balanced));
143  raisim_examples::setRayraiBackgroundColorRgb255(*viewer, {24, 26, 30, 255});
144  raisim_examples::addRayraiBasicSceneLights(*viewer);
145
146  auto& camera = viewer->getCamera();
147  camera.position = glm::vec3(6.0f, -8.5f, 5.0f);
148  camera.target = glm::vec3(0.0f, 0.0f, 0.25f);
149  camera.yaw = 125.0f;
150  camera.pitch = -31.0f;
151  camera.zoom = 42.0f;
152  camera.zNear = 0.03f;
153  camera.zFar = 35.0f;
154  camera.setCameraFixedTarget(true);
155  camera.setCameraFixedDistance(true);
156  camera.update(false);
157
158  int stepInCycle = 0;
159  int heldFrames = 0;
160  std::size_t contactTotal = 0;
161  std::size_t lastContacts = 0;
162  double meanLinearSpeed = 0.0;
163  double meanAngularSpeed = 0.0;
164
165  while (!app.quit) {
166    app.processEvents();
167    if (app.quit) break;
168
169    if (stepInCycle < cycleSteps) {
170      const int frameSteps = std::min(stepsPerFrame, cycleSteps - stepInCycle);
171      for (int i = 0; i < frameSteps; ++i) {
172        world->integrate();
173        lastContacts = world->getContactProblem()->size();
174        contactTotal += lastContacts;
175        ++stepInCycle;
176      }
177      heldFrames = 0;
178    } else if (++heldFrames >= holdFrames) {
179      resetDemo(*world, bodies, grid);
180      stepInCycle = 0;
181      heldFrames = 0;
182      contactTotal = 0;
183      lastContacts = 0;
184    }
185
186    updateSleepingAppearance(*world, bodies);
187    computeMeanSpeeds(bodies, meanLinearSpeed, meanAngularSpeed);
188
189    app.beginFrame();
190    app.renderViewer(*viewer);
191
192    ImGui::SetNextWindowPos(ImVec2(12, 12), ImGuiCond_Always);
193    ImGui::SetNextWindowBgAlpha(0.72f);
194    ImGui::Begin("Rolling friction", nullptr, ImGuiWindowFlags_NoResize | ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoCollapse);
195    ImGui::Text("step %d / %d", stepInCycle, cycleSteps);
196    ImGui::Text("bodies: %zu", bodies.size());
197    ImGui::Text("contacts: %zu", lastContacts);
198    ImGui::Text("average contacts: %.2f", stepInCycle > 0 ? double(contactTotal) / double(stepInCycle) : 0.0);
199    ImGui::Text("mean linear speed: %.3f m/s", meanLinearSpeed);
200    ImGui::Text("mean angular speed: %.3f rad/s", meanAngularSpeed);
201    ImGui::End();
202
203    app.endFrame();
204  }
205
206  viewer.reset();
207  app.shutdown();
208  return 0;
209}