Add a character controller implementation
This commit is contained in:
@@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true }
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instant = { version = "0.1", features = [ "now" ], optional = true }
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num-traits = "0.2"
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nalgebra = "0.31"
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parry2d-f64 = "0.9"
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parry2d-f64 = "0.10"
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simba = "0.7"
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approx = "0.5"
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rayon = { version = "1", optional = true }
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@@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true }
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instant = { version = "0.1", features = [ "now" ], optional = true }
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num-traits = "0.2"
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nalgebra = "0.31"
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parry2d = "0.9"
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parry2d = "0.10"
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simba = "0.7"
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approx = "0.5"
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rayon = { version = "1", optional = true }
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@@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true }
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instant = { version = "0.1", features = [ "now" ], optional = true }
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num-traits = "0.2"
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nalgebra = "0.31"
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parry3d-f64 = "0.9"
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parry3d-f64 = "0.10"
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simba = "0.7"
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approx = "0.5"
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rayon = { version = "1", optional = true }
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@@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true }
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instant = { version = "0.1", features = [ "now" ], optional = true }
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num-traits = "0.2"
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nalgebra = "0.31"
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parry3d = "0.9"
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parry3d = "0.10"
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simba = "0.7"
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approx = "0.5"
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rayon = { version = "1", optional = true }
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@@ -10,6 +10,7 @@ use std::cmp::Ordering;
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mod add_remove2;
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mod ccd2;
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mod character_controller2;
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mod collision_groups2;
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mod convex_polygons2;
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mod damping2;
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@@ -61,6 +62,7 @@ pub fn main() {
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Add remove", add_remove2::init_world),
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("CCD", ccd2::init_world),
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("Character controller", character_controller2::init_world),
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("Collision groups", collision_groups2::init_world),
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("Convex polygons", convex_polygons2::init_world),
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("Damping", damping2::init_world),
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150
examples2d/character_controller2.rs
Normal file
150
examples2d/character_controller2.rs
Normal file
@@ -0,0 +1,150 @@
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use rapier2d::prelude::*;
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use rapier_testbed2d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Character we will control manually.
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*/
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let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0]);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(0.15, 0.3);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = rad;
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for j in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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/*
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* Create some stairs.
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*/
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let stair_width = 1.0;
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let stair_height = 0.1;
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for i in 0..10 {
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let x = i as f32 * stair_width / 2.0;
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let y = i as f32 * stair_height * 1.5 + 3.0;
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let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0)
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.translation(vector![x, y]);
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colliders.insert(collider);
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4])
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.rotation(slope_angle);
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colliders.insert(collider);
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/*
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* Create a slope we can’t climb.
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*/
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let impossible_slope_angle = 0.9;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height)
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.translation(vector![
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ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 2.3
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])
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.rotation(impossible_slope_angle);
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colliders.insert(collider);
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/*
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* Create a moving platform.
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*/
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5]);
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// .rotation(-0.3);
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let platform_handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(2.0, ground_height);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 1.0);
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let nsubdivs = 20;
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let heights = DVector::from_fn(nsubdivs + 1, |i, _| {
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(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() * 1.5
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0]);
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colliders.insert(collider);
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/*
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* A tilting dynamic body with a limited joint.
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*/
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let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0]);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0]);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0, 0.1);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new().limits([-0.3, 0.3]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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/*
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* Setup a callback to move the platform.
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*/
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testbed.add_callback(move |_, physics, _, run_state| {
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let linvel = vector![
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(run_state.time * 2.0).sin() * 2.0,
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(run_state.time * 5.0).sin() * 1.5
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];
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let angvel = run_state.time.sin() * 0.5;
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(linvel, true);
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// NOTE: interaction with rotating platforms isn’t handled very well yet.
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// platform.set_angvel(angvel, true);
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}
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});
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.set_character_body(character_handle);
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testbed.look_at(point![0.0, 1.0], 100.0);
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}
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@@ -33,8 +33,10 @@ mod fountain3;
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mod heightfield3;
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mod joints3;
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// mod joints3;
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mod character_controller3;
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mod keva3;
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mod locked_rotations3;
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mod newton_cradle3;
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mod one_way_platforms3;
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mod platform3;
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mod primitives3;
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@@ -79,6 +81,7 @@ pub fn main() {
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.to_camel_case();
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let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
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("Character controller", character_controller3::init_world),
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("Fountain", fountain3::init_world),
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("Primitives", primitives3::init_world),
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("Multibody joints", joints3::init_world_with_articulations),
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@@ -98,6 +101,7 @@ pub fn main() {
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("Sensor", sensor3::init_world),
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("TriMesh", trimesh3::init_world),
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("Keva tower", keva3::init_world),
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("Newton cradle", newton_cradle3::init_world),
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("(Debug) multibody_joints", debug_articulations3::init_world),
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(
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"(Debug) add/rm collider",
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157
examples3d/character_controller3.rs
Normal file
157
examples3d/character_controller3.rs
Normal file
@@ -0,0 +1,157 @@
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use rapier3d::prelude::*;
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Character we will control manually.
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*/
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let rigid_body =
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RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0]);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.3, 0.15); // 0.15, 0.3, 0.15);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = rad;
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for j in 0usize..4 {
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for k in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery;
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let z = k as f32 * shift + centerx;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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/*
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* Create some stairs.
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*/
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let stair_width = 1.0;
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let stair_height = 0.1;
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for i in 0..10 {
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let x = i as f32 * stair_width / 2.0;
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let y = i as f32 * stair_height * 1.5 + 3.0;
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let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
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.translation(vector![x, y, 0.0]);
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colliders.insert(collider);
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
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.rotation(Vector::z() * slope_angle);
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colliders.insert(collider);
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/*
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* Create a slope we can’t climb.
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*/
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let impossible_slope_angle = 0.9;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(vector![
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ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 2.3,
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0.0
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])
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.rotation(Vector::z() * impossible_slope_angle);
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colliders.insert(collider);
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/*
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* Create a moving platform.
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*/
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
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// .rotation(-0.3);
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let platform_handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 1.0, 10.0);
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
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colliders.insert(collider);
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/*
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* A tilting dynamic body with a limited joint.
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*/
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let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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/*
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* Setup a callback to move the platform.
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*/
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testbed.add_callback(move |_, physics, _, run_state| {
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let linvel = vector![
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(run_state.time * 2.0).sin() * 2.0,
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(run_state.time * 5.0).sin() * 1.5,
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0.0
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];
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// let angvel = run_state.time.sin() * 0.5;
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(linvel, true);
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// NOTE: interaction with rotating platforms isn’t handled very well yet.
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// platform.set_angvel(angvel, true);
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}
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});
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.set_character_body(character_handle);
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testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
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}
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45
examples3d/newton_cradle3.rs
Normal file
45
examples3d/newton_cradle3.rs
Normal file
@@ -0,0 +1,45 @@
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use rapier3d::prelude::*;
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use rapier_testbed3d::Testbed;
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|
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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||||
*/
|
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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let radius = 0.5;
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let length = 10.0 * radius;
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let rb = RigidBodyBuilder::dynamic();
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let co = ColliderBuilder::ball(radius).restitution(1.0);
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let n = 5;
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for i in 0..n {
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let (ball_pos, attach) = (
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||||
vector![i as Real * 2.2 * radius, 0.0, 0.0],
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||||
Vector::y() * length,
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||||
);
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let vel = if i >= n - 1 {
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vector![7.0, 0.0, 0.0]
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} else {
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||||
Vector::zeros()
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||||
};
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||||
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let ground = bodies.insert(RigidBodyBuilder::fixed().translation(ball_pos + attach));
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let rb = rb.clone().translation(ball_pos).linvel(vel);
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let handle = bodies.insert(rb);
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colliders.insert_with_parent(co.clone(), handle, &mut bodies);
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||||
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||||
let joint = SphericalJointBuilder::new().local_anchor2(attach.into());
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||||
impulse_joints.insert(ground, handle, joint, true);
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||||
}
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||||
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||||
/*
|
||||
* Set up the testbed.
|
||||
*/
|
||||
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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||||
testbed.look_at(point![100.0, 100.0, 100.0], Point::origin());
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||||
}
|
||||
729
src/control/character_controller.rs
Normal file
729
src/control/character_controller.rs
Normal file
@@ -0,0 +1,729 @@
|
||||
use crate::dynamics::RigidBodySet;
|
||||
use crate::geometry::{ColliderHandle, ColliderSet, ContactManifold, Shape, TOI};
|
||||
use crate::math::{Isometry, Point, Real, UnitVector, Vector};
|
||||
use crate::pipeline::{QueryFilter, QueryFilterFlags, QueryPipeline};
|
||||
use crate::utils;
|
||||
use na::{RealField, Vector2};
|
||||
use parry::bounding_volume::BoundingVolume;
|
||||
use parry::math::Translation;
|
||||
use parry::query::{DefaultQueryDispatcher, PersistentQueryDispatcher};
|
||||
|
||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||
/// A length measure used for various options of a character controller.
|
||||
pub enum CharacterLength {
|
||||
/// The length is specified relative to some of the character shape’s size.
|
||||
///
|
||||
/// For example setting `CharacterAutostep::max_height` to `CharaceterLentgh::Relative(0.1)`
|
||||
/// for a shape with an height equal to 20.0 will result in a maximum step heigth
|
||||
/// of `0.1 * 20.0 = 2.0`.
|
||||
Relative(Real),
|
||||
/// The lengt his specified as an aboslute value, independent from the character shape’s size.
|
||||
///
|
||||
/// For example setting `CharacterAutostep::max_height` to `CharaceterLentgh::Relative(0.1)`
|
||||
/// for a shape with an height equal to 20.0 will result in a maximum step heigth
|
||||
/// of `0.1` (the shape height is ignored in for this value).
|
||||
Absolute(Real),
|
||||
}
|
||||
|
||||
impl CharacterLength {
|
||||
pub fn map_absolute(self, f: impl FnOnce(Real) -> Real) -> Self {
|
||||
if let Self::Absolute(value) = self {
|
||||
Self::Absolute(f(value))
|
||||
} else {
|
||||
self
|
||||
}
|
||||
}
|
||||
|
||||
fn eval(self, value: Real) -> Real {
|
||||
match self {
|
||||
Self::Relative(x) => value * x,
|
||||
Self::Absolute(x) => x,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// Configuration for the auto-stepping character controller feature.
|
||||
#[derive(Copy, Clone, Debug, PartialEq)]
|
||||
pub struct CharacterAutostep {
|
||||
/// The maximum step height a character can automatically step over.
|
||||
pub max_height: CharacterLength,
|
||||
/// The minimum width of free space that must be available after stepping on a stair.
|
||||
pub min_width: CharacterLength,
|
||||
/// Can the character automatically step over dynamic bodies too?
|
||||
pub include_dynamic_bodies: bool,
|
||||
}
|
||||
|
||||
impl Default for CharacterAutostep {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
max_height: CharacterLength::Relative(0.25),
|
||||
min_width: CharacterLength::Relative(0.5),
|
||||
include_dynamic_bodies: true,
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// A collision between the character and its environment during its movement.
|
||||
pub struct CharacterCollision {
|
||||
/// The collider hit by the character.
|
||||
pub handle: ColliderHandle,
|
||||
/// The position of the character when the collider was hit.
|
||||
pub character_pos: Isometry<Real>,
|
||||
/// The translation that was already applied to the character when the hit happens.
|
||||
pub translation_applied: Vector<Real>,
|
||||
/// The translations that was still waiting to be applied to the character when the hit happens.
|
||||
pub translation_remaining: Vector<Real>,
|
||||
/// Geometric information about the hit.
|
||||
pub toi: TOI,
|
||||
}
|
||||
|
||||
/// A character controller for kinematic bodies.
|
||||
#[derive(Copy, Clone, Debug)]
|
||||
pub struct KinematicCharacterController {
|
||||
/// The direction that goes "up". Used to determine where the floor is, and the floor’s angle.
|
||||
pub up: UnitVector<Real>,
|
||||
/// A small gap to preserve between the character and its surroundings.
|
||||
///
|
||||
/// This value should not be too large to avoid visual artifacts, but shouldn’t be too small
|
||||
/// (must not be zero) to improve numerical stability of the character controller.
|
||||
pub offset: CharacterLength,
|
||||
/// Should the character try to slide against the floor if it hits it?
|
||||
pub slide: bool,
|
||||
/// Should the character automatically step over small obstacles?
|
||||
pub autostep: Option<CharacterAutostep>,
|
||||
/// The maximum angle (radians) between the floor’s normal and the `up` vector that the
|
||||
/// character is able to climb.
|
||||
pub max_slope_climb_angle: Real,
|
||||
/// The minimum angle (radians) between the floor’s normal and the `up` vector before the
|
||||
/// character starts to slide down automatically.
|
||||
pub min_slope_slide_angle: Real,
|
||||
/// Should the character be automatically snapped to the ground if the distance between
|
||||
/// the ground and its feed are smaller than the specified threshold?
|
||||
pub snap_to_ground: Option<CharacterLength>,
|
||||
}
|
||||
|
||||
impl Default for KinematicCharacterController {
|
||||
fn default() -> Self {
|
||||
Self {
|
||||
up: Vector::y_axis(),
|
||||
offset: CharacterLength::Relative(0.01),
|
||||
slide: true,
|
||||
autostep: Some(CharacterAutostep::default()),
|
||||
max_slope_climb_angle: Real::frac_pi_4(),
|
||||
min_slope_slide_angle: Real::frac_pi_4(),
|
||||
snap_to_ground: Some(CharacterLength::Relative(0.2)),
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// The effective movement computed by the character controller.
|
||||
pub struct EffectiveCharacterMovement {
|
||||
/// The movement to apply.
|
||||
pub translation: Vector<Real>,
|
||||
/// Is the character touching the ground after applying `EffictiveKineamticMovement::translation`?
|
||||
pub grounded: bool,
|
||||
}
|
||||
|
||||
impl KinematicCharacterController {
|
||||
fn check_and_fix_penetrations(&self) {
|
||||
/*
|
||||
// 1/ Check if the body is grounded and if there are penetrations.
|
||||
let mut grounded = false;
|
||||
let mut penetrating = false;
|
||||
|
||||
let mut contacts = vec![];
|
||||
|
||||
let aabb = shape
|
||||
.compute_aabb(shape_pos)
|
||||
.loosened(self.offset);
|
||||
queries.colliders_with_aabb_intersecting_aabb(&aabb, |handle| {
|
||||
// TODO: apply the filter.
|
||||
if let Some(collider) = colliders.get(*handle) {
|
||||
if let Ok(Some(contact)) = parry::query::contact(
|
||||
&shape_pos,
|
||||
shape,
|
||||
collider.position(),
|
||||
collider.shape(),
|
||||
self.offset,
|
||||
) {
|
||||
contacts.push((contact, collider));
|
||||
}
|
||||
}
|
||||
|
||||
true
|
||||
});
|
||||
*/
|
||||
}
|
||||
|
||||
/// Computes the possible movement for a shape.
|
||||
pub fn move_shape(
|
||||
&self,
|
||||
dt: Real,
|
||||
bodies: &RigidBodySet,
|
||||
colliders: &ColliderSet,
|
||||
queries: &QueryPipeline,
|
||||
character_shape: &dyn Shape,
|
||||
character_pos: &Isometry<Real>,
|
||||
desired_translation: Vector<Real>,
|
||||
filter: QueryFilter,
|
||||
mut events: impl FnMut(CharacterCollision),
|
||||
) -> EffectiveCharacterMovement {
|
||||
let mut result = EffectiveCharacterMovement {
|
||||
translation: Vector::zeros(),
|
||||
grounded: false,
|
||||
};
|
||||
|
||||
let extents = character_shape.compute_local_aabb().extents();
|
||||
let up_extent = extents.dot(&self.up);
|
||||
let side_extent = (extents - *self.up * up_extent).norm();
|
||||
let dims = Vector2::new(side_extent, up_extent);
|
||||
|
||||
// 1. Check and fix penetrations.
|
||||
self.check_and_fix_penetrations();
|
||||
|
||||
let mut translation_remaining = desired_translation;
|
||||
|
||||
// Check if we are grounded at the initial position.
|
||||
let grounded_at_starting_pos = self.detect_grounded_status_and_apply_friction(
|
||||
dt,
|
||||
bodies,
|
||||
colliders,
|
||||
queries,
|
||||
character_shape,
|
||||
&character_pos,
|
||||
&dims,
|
||||
filter,
|
||||
None,
|
||||
None,
|
||||
);
|
||||
|
||||
// println!("Init grounded status: {grounded_at_starting_pos}");
|
||||
|
||||
let mut max_iters = 20;
|
||||
let mut kinematic_friction_translation = Vector::zeros();
|
||||
let offset = self.offset.eval(dims.y);
|
||||
|
||||
while let Some((translation_dir, translation_dist)) =
|
||||
UnitVector::try_new_and_get(translation_remaining, 1.0e-5)
|
||||
{
|
||||
if max_iters == 0 {
|
||||
break;
|
||||
} else {
|
||||
max_iters -= 1;
|
||||
}
|
||||
|
||||
// 2. Cast towards the movement direction.
|
||||
if let Some((handle, toi)) = queries.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
&(Translation::from(result.translation) * character_pos),
|
||||
&translation_dir,
|
||||
character_shape,
|
||||
translation_dist + offset,
|
||||
false,
|
||||
filter,
|
||||
) {
|
||||
// We hit something, compute the allowed self.
|
||||
let allowed_dist =
|
||||
(toi.toi - (-toi.normal1.dot(&translation_dir)) * offset).max(0.0);
|
||||
let allowed_translation = *translation_dir * allowed_dist;
|
||||
result.translation += allowed_translation;
|
||||
translation_remaining -= allowed_translation;
|
||||
|
||||
events(CharacterCollision {
|
||||
handle,
|
||||
character_pos: Translation::from(result.translation) * character_pos,
|
||||
translation_applied: result.translation,
|
||||
translation_remaining,
|
||||
toi,
|
||||
});
|
||||
|
||||
if let (Some(translation_on_slope), _) =
|
||||
self.handle_slopes(&toi, &mut translation_remaining)
|
||||
{
|
||||
translation_remaining = translation_on_slope;
|
||||
} else {
|
||||
// If the slope is too big, try to step on the stair.
|
||||
self.handle_stairs(
|
||||
bodies,
|
||||
colliders,
|
||||
queries,
|
||||
character_shape,
|
||||
&(Translation::from(result.translation) * character_pos),
|
||||
&dims,
|
||||
filter,
|
||||
handle,
|
||||
&mut translation_remaining,
|
||||
&mut result,
|
||||
);
|
||||
}
|
||||
} else {
|
||||
// No interference along the path.
|
||||
result.translation += translation_remaining;
|
||||
translation_remaining.fill(0.0);
|
||||
break;
|
||||
}
|
||||
|
||||
result.grounded = self.detect_grounded_status_and_apply_friction(
|
||||
dt,
|
||||
bodies,
|
||||
colliders,
|
||||
queries,
|
||||
character_shape,
|
||||
&(Translation::from(result.translation) * character_pos),
|
||||
&dims,
|
||||
filter,
|
||||
Some(&mut kinematic_friction_translation),
|
||||
Some(&mut translation_remaining),
|
||||
);
|
||||
|
||||
if !self.slide {
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
// If needed, and if we are not already grounded, snap to the ground.
|
||||
if grounded_at_starting_pos {
|
||||
self.snap_to_ground(
|
||||
bodies,
|
||||
colliders,
|
||||
queries,
|
||||
character_shape,
|
||||
&(Translation::from(result.translation) * character_pos),
|
||||
&dims,
|
||||
filter,
|
||||
&mut result,
|
||||
);
|
||||
}
|
||||
|
||||
// Return the result.
|
||||
result
|
||||
}
|
||||
|
||||
fn snap_to_ground(
|
||||
&self,
|
||||
bodies: &RigidBodySet,
|
||||
colliders: &ColliderSet,
|
||||
queries: &QueryPipeline,
|
||||
character_shape: &dyn Shape,
|
||||
character_pos: &Isometry<Real>,
|
||||
dims: &Vector2<Real>,
|
||||
filter: QueryFilter,
|
||||
result: &mut EffectiveCharacterMovement,
|
||||
) -> Option<(ColliderHandle, TOI)> {
|
||||
if let Some(snap_distance) = self.snap_to_ground {
|
||||
let snap_distance = snap_distance.eval(dims.y);
|
||||
if result.translation.dot(&self.up) < 1.0e-5 {
|
||||
let offset = self.offset.eval(dims.y);
|
||||
if let Some((hit_handle, hit)) = queries.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
character_pos,
|
||||
&-self.up,
|
||||
character_shape,
|
||||
snap_distance + offset,
|
||||
false,
|
||||
filter,
|
||||
) {
|
||||
// Apply the snap.
|
||||
result.translation -= *self.up * (hit.toi - offset).max(0.0);
|
||||
result.grounded = true;
|
||||
return Some((hit_handle, hit));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
None
|
||||
}
|
||||
|
||||
fn detect_grounded_status_and_apply_friction(
|
||||
&self,
|
||||
dt: Real,
|
||||
bodies: &RigidBodySet,
|
||||
colliders: &ColliderSet,
|
||||
queries: &QueryPipeline,
|
||||
character_shape: &dyn Shape,
|
||||
character_pos: &Isometry<Real>,
|
||||
dims: &Vector2<Real>,
|
||||
filter: QueryFilter,
|
||||
mut kinematic_friction_translation: Option<&mut Vector<Real>>,
|
||||
mut translation_remaining: Option<&mut Vector<Real>>,
|
||||
) -> bool {
|
||||
let prediction = self.offset.eval(dims.y) * 1.1;
|
||||
|
||||
// TODO: allow custom dispatchers.
|
||||
let dispatcher = DefaultQueryDispatcher;
|
||||
|
||||
let mut manifolds: Vec<ContactManifold> = vec![];
|
||||
let character_aabb = character_shape
|
||||
.compute_aabb(character_pos)
|
||||
.loosened(prediction);
|
||||
|
||||
let mut grounded = false;
|
||||
|
||||
queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
|
||||
if let Some(collider) = colliders.get(*handle) {
|
||||
if filter.test(bodies, *handle, collider) {
|
||||
manifolds.clear();
|
||||
let pos12 = character_pos.inv_mul(collider.position());
|
||||
let _ = dispatcher.contact_manifolds(
|
||||
&pos12,
|
||||
character_shape,
|
||||
collider.shape(),
|
||||
prediction,
|
||||
&mut manifolds,
|
||||
&mut None,
|
||||
);
|
||||
|
||||
if let (Some(kinematic_friction_translation), Some(translation_remaining)) = (
|
||||
kinematic_friction_translation.as_deref_mut(),
|
||||
translation_remaining.as_deref_mut(),
|
||||
) {
|
||||
let init_kinematic_friction_translation = *kinematic_friction_translation;
|
||||
let kinematic_parent = collider
|
||||
.parent
|
||||
.and_then(|p| bodies.get(p.handle))
|
||||
.filter(|rb| rb.is_kinematic());
|
||||
|
||||
for m in &manifolds {
|
||||
let normal1 = character_pos * m.local_n1;
|
||||
let normal2 = -normal1;
|
||||
|
||||
if normal1.dot(&self.up) <= -1.0e-5 {
|
||||
grounded = true;
|
||||
}
|
||||
|
||||
if let Some(kinematic_parent) = kinematic_parent {
|
||||
let mut num_active_contacts = 0;
|
||||
let mut manifold_center = Point::origin();
|
||||
|
||||
for contact in &m.points {
|
||||
if contact.dist <= prediction {
|
||||
num_active_contacts += 1;
|
||||
let contact_point = collider.position() * contact.local_p2;
|
||||
let target_vel =
|
||||
kinematic_parent.velocity_at_point(&contact_point);
|
||||
|
||||
let normal_target_mvt = target_vel.dot(&normal2) * dt;
|
||||
let normal_current_mvt =
|
||||
translation_remaining.dot(&normal2);
|
||||
|
||||
manifold_center += contact_point.coords;
|
||||
*translation_remaining += normal2
|
||||
* (normal_target_mvt - normal_current_mvt).max(0.0);
|
||||
}
|
||||
}
|
||||
|
||||
if num_active_contacts > 0 {
|
||||
let target_vel = kinematic_parent.velocity_at_point(
|
||||
&(manifold_center / num_active_contacts as Real),
|
||||
);
|
||||
let tangent_platform_mvt =
|
||||
(target_vel - normal2 * target_vel.dot(&normal2)) * dt;
|
||||
kinematic_friction_translation.zip_apply(
|
||||
&tangent_platform_mvt,
|
||||
|y, x| {
|
||||
if x.abs() > (*y).abs() {
|
||||
*y = x;
|
||||
}
|
||||
},
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
*translation_remaining +=
|
||||
*kinematic_friction_translation - init_kinematic_friction_translation;
|
||||
} else {
|
||||
for m in &manifolds {
|
||||
let normal = character_pos * m.local_n1;
|
||||
|
||||
if normal.dot(&self.up) <= -1.0e-5 {
|
||||
for contact in &m.points {
|
||||
if contact.dist <= prediction {
|
||||
grounded = true;
|
||||
return false; // We can stop the search early.
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
true
|
||||
});
|
||||
|
||||
grounded
|
||||
}
|
||||
|
||||
fn handle_slopes(
|
||||
&self,
|
||||
hit: &TOI,
|
||||
translation_remaining: &Vector<Real>,
|
||||
) -> (Option<Vector<Real>>, Real) {
|
||||
let vertical_translation_remaining = *self.up * (self.up.dot(translation_remaining));
|
||||
let horizontal_translation_remaining =
|
||||
*translation_remaining - vertical_translation_remaining;
|
||||
|
||||
// The idea behind this `if` statement is as follows:
|
||||
// - If there is any amount of horizontal translations, then the intended
|
||||
// climb/slide down movement is decided by that translation.
|
||||
// - If there is no horizontal translation, then we only have gravity. In that case,
|
||||
// we take the vertical movement into account to decide if we need to slide down.
|
||||
let sliding_translation_remaining = if horizontal_translation_remaining != Vector::zeros() {
|
||||
horizontal_translation_remaining
|
||||
- *hit.normal1 * (horizontal_translation_remaining).dot(&hit.normal1)
|
||||
} else {
|
||||
vertical_translation_remaining
|
||||
- *hit.normal1 * (vertical_translation_remaining).dot(&hit.normal1)
|
||||
};
|
||||
|
||||
// Check if there is a slope we can climb.
|
||||
let angle_with_floor = self.up.angle(&hit.normal1);
|
||||
let climbing = self.up.dot(&sliding_translation_remaining) >= 0.0;
|
||||
|
||||
if !climbing {
|
||||
// Moving down the slope.
|
||||
let remaining = if angle_with_floor >= self.min_slope_slide_angle {
|
||||
// Can slide down.
|
||||
sliding_translation_remaining
|
||||
} else {
|
||||
// To avoid sliding down, we remove the sliding component due to the vertical
|
||||
// part of the movement but have to keep the component due to the horizontal
|
||||
// part of the self.
|
||||
*translation_remaining
|
||||
- (*hit.normal1 * horizontal_translation_remaining.dot(&hit.normal1)
|
||||
+ vertical_translation_remaining)
|
||||
// Remove the complete vertical part.
|
||||
};
|
||||
|
||||
(Some(remaining), -angle_with_floor)
|
||||
} else {
|
||||
// Moving up the slope.
|
||||
let remaining = if angle_with_floor <= self.max_slope_climb_angle {
|
||||
// Let’s climb by cancelling from the desired movement the part that
|
||||
// doesn’t line up with the slope, and continuing the loop.
|
||||
Some(sliding_translation_remaining)
|
||||
} else {
|
||||
// The slope was too steep.
|
||||
None
|
||||
};
|
||||
|
||||
(remaining, angle_with_floor)
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_stairs(
|
||||
&self,
|
||||
bodies: &RigidBodySet,
|
||||
colliders: &ColliderSet,
|
||||
queries: &QueryPipeline,
|
||||
character_shape: &dyn Shape,
|
||||
character_pos: &Isometry<Real>,
|
||||
dims: &Vector2<Real>,
|
||||
mut filter: QueryFilter,
|
||||
stair_handle: ColliderHandle,
|
||||
translation_remaining: &mut Vector<Real>,
|
||||
result: &mut EffectiveCharacterMovement,
|
||||
) -> bool {
|
||||
if let Some(autostep) = self.autostep {
|
||||
let min_width = autostep.min_width.eval(dims.x);
|
||||
let max_height = autostep.max_height.eval(dims.y);
|
||||
|
||||
if !autostep.include_dynamic_bodies {
|
||||
if colliders
|
||||
.get(stair_handle)
|
||||
.and_then(|co| co.parent)
|
||||
.and_then(|p| bodies.get(p.handle))
|
||||
.map(|b| b.is_dynamic())
|
||||
== Some(true)
|
||||
{
|
||||
// The "stair" is a dynamic body, which the user wants to ignore.
|
||||
return false;
|
||||
}
|
||||
|
||||
filter.flags |= QueryFilterFlags::EXCLUDE_DYNAMIC;
|
||||
}
|
||||
|
||||
let shifted_character_pos = Translation::from(*self.up * max_height) * character_pos;
|
||||
|
||||
if let Some(horizontal_dir) = (*translation_remaining
|
||||
- *self.up * translation_remaining.dot(&self.up))
|
||||
.try_normalize(1.0e-5)
|
||||
{
|
||||
if queries
|
||||
.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
character_pos,
|
||||
&self.up,
|
||||
character_shape,
|
||||
max_height,
|
||||
false,
|
||||
filter,
|
||||
)
|
||||
.is_some()
|
||||
{
|
||||
// We can’t go up.
|
||||
return false;
|
||||
}
|
||||
|
||||
if queries
|
||||
.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
&shifted_character_pos,
|
||||
&horizontal_dir,
|
||||
character_shape,
|
||||
min_width,
|
||||
false,
|
||||
filter,
|
||||
)
|
||||
.is_some()
|
||||
{
|
||||
// We don’t have enough room on the stair to stay on it.
|
||||
return false;
|
||||
}
|
||||
|
||||
// Check that we are not getting into a ramp that is too steep
|
||||
// after stepping.
|
||||
if let Some((_, hit)) = queries.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
&(Translation::from(horizontal_dir * min_width) * shifted_character_pos),
|
||||
&-self.up,
|
||||
character_shape,
|
||||
max_height,
|
||||
false,
|
||||
filter,
|
||||
) {
|
||||
let vertical_translation_remaining =
|
||||
*self.up * (self.up.dot(translation_remaining));
|
||||
let horizontal_translation_remaining =
|
||||
*translation_remaining - vertical_translation_remaining;
|
||||
let sliding_movement = horizontal_translation_remaining
|
||||
- *hit.normal1 * horizontal_translation_remaining.dot(&hit.normal1);
|
||||
|
||||
let angle_with_floor = self.up.angle(&hit.normal1);
|
||||
let climbing = self.up.dot(&sliding_movement) >= 0.0;
|
||||
|
||||
if climbing && angle_with_floor > self.max_slope_climb_angle {
|
||||
return false; // The target ramp is too steep.
|
||||
}
|
||||
}
|
||||
|
||||
// We can step, we need to find the actual step height.
|
||||
let step_height = self.offset.eval(dims.y) + max_height
|
||||
- queries
|
||||
.cast_shape(
|
||||
bodies,
|
||||
colliders,
|
||||
&(Translation::from(horizontal_dir * min_width)
|
||||
* shifted_character_pos),
|
||||
&-self.up,
|
||||
character_shape,
|
||||
max_height,
|
||||
false,
|
||||
filter,
|
||||
)
|
||||
.map(|hit| hit.1.toi)
|
||||
.unwrap_or(max_height);
|
||||
|
||||
// Remove the step height from the vertical part of the self.
|
||||
*translation_remaining -=
|
||||
*self.up * translation_remaining.dot(&self.up).clamp(0.0, step_height);
|
||||
|
||||
// Advance the collider on the step horizontally, to make sure further
|
||||
// movement won’t just get stuck on its edge.
|
||||
let horizontal_nudge =
|
||||
horizontal_dir * min_width.min(horizontal_dir.dot(translation_remaining));
|
||||
*translation_remaining -= horizontal_nudge;
|
||||
|
||||
result.translation += *self.up * step_height + horizontal_nudge;
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
false
|
||||
}
|
||||
|
||||
pub fn solve_character_collision_impulses(
|
||||
&self,
|
||||
dt: Real,
|
||||
bodies: &mut RigidBodySet,
|
||||
colliders: &ColliderSet,
|
||||
queries: &QueryPipeline,
|
||||
character_shape: &dyn Shape,
|
||||
character_mass: Real,
|
||||
collision: &CharacterCollision,
|
||||
filter: QueryFilter,
|
||||
) {
|
||||
let extents = character_shape.compute_local_aabb().extents();
|
||||
let up_extent = extents.dot(&self.up);
|
||||
let movement_to_transfer =
|
||||
*collision.toi.normal1 * collision.translation_remaining.dot(&collision.toi.normal1);
|
||||
let prediction = self.offset.eval(up_extent) * 1.1;
|
||||
|
||||
// TODO: allow custom dispatchers.
|
||||
let dispatcher = DefaultQueryDispatcher;
|
||||
|
||||
let mut manifolds: Vec<ContactManifold> = vec![];
|
||||
let character_aabb = character_shape
|
||||
.compute_aabb(&collision.character_pos)
|
||||
.loosened(prediction);
|
||||
|
||||
queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
|
||||
if let Some(collider) = colliders.get(*handle) {
|
||||
if let Some(parent) = collider.parent {
|
||||
if filter.test(bodies, *handle, collider) {
|
||||
if let Some(body) = bodies.get(parent.handle) {
|
||||
if body.is_dynamic() {
|
||||
manifolds.clear();
|
||||
let pos12 = collision.character_pos.inv_mul(collider.position());
|
||||
let prev_manifolds_len = manifolds.len();
|
||||
let _ = dispatcher.contact_manifolds(
|
||||
&pos12,
|
||||
character_shape,
|
||||
collider.shape(),
|
||||
prediction,
|
||||
&mut manifolds,
|
||||
&mut None,
|
||||
);
|
||||
|
||||
for m in &mut manifolds[prev_manifolds_len..] {
|
||||
m.data.rigid_body2 = Some(parent.handle);
|
||||
m.data.normal = collision.character_pos * m.local_n1;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
true
|
||||
});
|
||||
|
||||
let velocity_to_transfer = movement_to_transfer * utils::inv(dt);
|
||||
|
||||
for manifold in &manifolds {
|
||||
let body_handle = manifold.data.rigid_body2.unwrap();
|
||||
let body = &mut bodies[body_handle];
|
||||
|
||||
for pt in &manifold.points {
|
||||
if pt.dist <= prediction {
|
||||
let body_mass = body.mass();
|
||||
let contact_point = body.position() * pt.local_p2;
|
||||
let delta_vel_per_contact = (velocity_to_transfer
|
||||
- body.velocity_at_point(&contact_point))
|
||||
.dot(&manifold.data.normal);
|
||||
let mass_ratio = body_mass * character_mass / (body_mass + character_mass);
|
||||
|
||||
body.apply_impulse_at_point(
|
||||
manifold.data.normal * delta_vel_per_contact.max(0.0) * mass_ratio,
|
||||
contact_point,
|
||||
true,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
8
src/control/mod.rs
Normal file
8
src/control/mod.rs
Normal file
@@ -0,0 +1,8 @@
|
||||
//! Utilities for controlling the trajectories of objects in a non-physical way.
|
||||
|
||||
pub use self::character_controller::{
|
||||
CharacterAutostep, CharacterCollision, CharacterLength, EffectiveCharacterMovement,
|
||||
KinematicCharacterController,
|
||||
};
|
||||
|
||||
mod character_controller;
|
||||
@@ -130,6 +130,7 @@ pub(crate) const INVALID_USIZE: usize = INVALID_U32 as usize;
|
||||
/// The string version of Rapier.
|
||||
pub const VERSION: &str = env!("CARGO_PKG_VERSION");
|
||||
|
||||
pub mod control;
|
||||
pub mod counters;
|
||||
pub mod data;
|
||||
pub mod dynamics;
|
||||
@@ -202,6 +203,7 @@ pub mod math {
|
||||
|
||||
/// Prelude containing the common types defined by Rapier.
|
||||
pub mod prelude {
|
||||
// pub use crate::controller::*;
|
||||
pub use crate::dynamics::*;
|
||||
pub use crate::geometry::*;
|
||||
pub use crate::math::*;
|
||||
|
||||
@@ -168,7 +168,7 @@ impl<'a> QueryFilter<'a> {
|
||||
}
|
||||
|
||||
/// Exclude from the query any collider attached to a kinematic rigid-body.
|
||||
pub fn exclude_dynamic(self) -> Self {
|
||||
pub fn exclude_dynamic() -> Self {
|
||||
QueryFilterFlags::EXCLUDE_DYNAMIC.into()
|
||||
}
|
||||
|
||||
@@ -705,6 +705,7 @@ impl QueryPipeline {
|
||||
shape_vel: &Vector<Real>,
|
||||
shape: &dyn Shape,
|
||||
max_toi: Real,
|
||||
stop_at_penetration: bool,
|
||||
filter: QueryFilter,
|
||||
) -> Option<(ColliderHandle, TOI)> {
|
||||
let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
|
||||
@@ -715,6 +716,7 @@ impl QueryPipeline {
|
||||
&pipeline_shape,
|
||||
shape,
|
||||
max_toi,
|
||||
stop_at_penetration,
|
||||
);
|
||||
self.qbvh.traverse_best_first(&mut visitor).map(|h| h.1)
|
||||
}
|
||||
|
||||
@@ -8,16 +8,17 @@ use crate::plugin::TestbedPlugin;
|
||||
use crate::{debug_render, ui};
|
||||
use crate::{graphics::GraphicsManager, harness::RunState};
|
||||
|
||||
use na::{self, Point2, Point3, Vector3};
|
||||
use na::{self, Point2, Point3, Quaternion, Unit, Vector3};
|
||||
use rapier::control::{CharacterAutostep, CharacterLength, KinematicCharacterController};
|
||||
use rapier::dynamics::{
|
||||
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyActivation,
|
||||
RigidBodyHandle, RigidBodySet,
|
||||
};
|
||||
#[cfg(feature = "dim3")]
|
||||
use rapier::geometry::Ray;
|
||||
use rapier::geometry::{ColliderHandle, ColliderSet, NarrowPhase};
|
||||
use rapier::math::{Real, Vector};
|
||||
use rapier::pipeline::PhysicsHooks;
|
||||
#[cfg(feature = "dim3")]
|
||||
use rapier::{geometry::Ray, pipeline::QueryFilter};
|
||||
use rapier::pipeline::{PhysicsHooks, QueryFilter};
|
||||
|
||||
#[cfg(all(feature = "dim2", feature = "other-backends"))]
|
||||
use crate::box2d_backend::Box2dWorld;
|
||||
@@ -98,6 +99,7 @@ pub struct TestbedState {
|
||||
pub running: RunMode,
|
||||
pub draw_colls: bool,
|
||||
pub highlighted_body: Option<RigidBodyHandle>,
|
||||
pub character_body: Option<RigidBodyHandle>,
|
||||
// pub grabbed_object: Option<DefaultBodyPartHandle>,
|
||||
// pub grabbed_object_constraint: Option<DefaultJointConstraintHandle>,
|
||||
pub grabbed_object_plane: (Point3<f32>, Vector3<f32>),
|
||||
@@ -133,6 +135,7 @@ pub struct TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
meshes: &'a mut Assets<Mesh>,
|
||||
materials: &'a mut Assets<BevyMaterial>,
|
||||
components: &'a mut Query<'b, 'f, (&'c mut Transform,)>,
|
||||
camera_transform: GlobalTransform,
|
||||
camera: &'a mut OrbitCamera,
|
||||
}
|
||||
|
||||
@@ -173,6 +176,7 @@ impl TestbedApp {
|
||||
running: RunMode::Running,
|
||||
draw_colls: false,
|
||||
highlighted_body: None,
|
||||
character_body: None,
|
||||
// grabbed_object: None,
|
||||
// grabbed_object_constraint: None,
|
||||
grabbed_object_plane: (Point3::origin(), na::zero()),
|
||||
@@ -447,6 +451,10 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
self.state.nsteps = nsteps
|
||||
}
|
||||
|
||||
pub fn set_character_body(&mut self, handle: RigidBodyHandle) {
|
||||
self.state.character_body = Some(handle);
|
||||
}
|
||||
|
||||
pub fn allow_grabbing_behind_ground(&mut self, allow: bool) {
|
||||
self.state.can_grab_behind_ground = allow;
|
||||
}
|
||||
@@ -502,6 +510,7 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
.action_flags
|
||||
.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
|
||||
|
||||
self.state.character_body = None;
|
||||
self.state.highlighted_body = None;
|
||||
|
||||
#[cfg(all(feature = "dim2", feature = "other-backends"))]
|
||||
@@ -614,6 +623,121 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
|
||||
self.plugins.0.push(Box::new(plugin));
|
||||
}
|
||||
|
||||
fn update_character_controller(&mut self, events: &Input<KeyCode>) {
|
||||
if self.state.running == RunMode::Stop {
|
||||
return;
|
||||
}
|
||||
|
||||
if let Some(character_handle) = self.state.character_body {
|
||||
let mut desired_movement = Vector::zeros();
|
||||
let mut speed = 0.1;
|
||||
|
||||
#[cfg(feature = "dim2")]
|
||||
for key in events.get_pressed() {
|
||||
match *key {
|
||||
KeyCode::Right => {
|
||||
desired_movement += Vector::x();
|
||||
}
|
||||
KeyCode::Left => {
|
||||
desired_movement -= Vector::x();
|
||||
}
|
||||
KeyCode::Space => {
|
||||
desired_movement += Vector::y() * 2.0;
|
||||
}
|
||||
KeyCode::RControl => {
|
||||
desired_movement -= Vector::y();
|
||||
}
|
||||
KeyCode::RShift => {
|
||||
speed /= 10.0;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(feature = "dim3")]
|
||||
{
|
||||
let (_, rot, _) = self
|
||||
.graphics
|
||||
.as_ref()
|
||||
.unwrap()
|
||||
.camera_transform
|
||||
.to_scale_rotation_translation();
|
||||
let rot = Unit::new_unchecked(Quaternion::new(rot.w, rot.x, rot.y, rot.z));
|
||||
let mut rot_x = rot * Vector::x();
|
||||
let mut rot_z = rot * Vector::z();
|
||||
rot_x.y = 0.0;
|
||||
rot_z.y = 0.0;
|
||||
|
||||
for key in events.get_pressed() {
|
||||
match *key {
|
||||
KeyCode::Right => {
|
||||
desired_movement += rot_x;
|
||||
}
|
||||
KeyCode::Left => {
|
||||
desired_movement -= rot_x;
|
||||
}
|
||||
KeyCode::Up => {
|
||||
desired_movement -= rot_z;
|
||||
}
|
||||
KeyCode::Down => {
|
||||
desired_movement += rot_z;
|
||||
}
|
||||
KeyCode::Space => {
|
||||
desired_movement += Vector::y() * 2.0;
|
||||
}
|
||||
KeyCode::RControl => {
|
||||
desired_movement -= Vector::y();
|
||||
}
|
||||
KeyCode::RShift => {
|
||||
speed /= 10.0;
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
desired_movement *= speed;
|
||||
desired_movement -= Vector::y() * speed;
|
||||
|
||||
let controller = KinematicCharacterController::default();
|
||||
let phx = &mut self.harness.physics;
|
||||
let character_body = &phx.bodies[character_handle];
|
||||
let character_collider = &phx.colliders[character_body.colliders()[0]];
|
||||
let character_mass = character_body.mass();
|
||||
|
||||
let mut collisions = vec![];
|
||||
let mvt = controller.move_shape(
|
||||
phx.integration_parameters.dt,
|
||||
&phx.bodies,
|
||||
&phx.colliders,
|
||||
&phx.query_pipeline,
|
||||
character_collider.shape(),
|
||||
character_collider.position(),
|
||||
desired_movement,
|
||||
QueryFilter::new().exclude_rigid_body(character_handle),
|
||||
|c| collisions.push(c),
|
||||
);
|
||||
|
||||
for collision in &collisions {
|
||||
controller.solve_character_collision_impulses(
|
||||
phx.integration_parameters.dt,
|
||||
&mut phx.bodies,
|
||||
&phx.colliders,
|
||||
&phx.query_pipeline,
|
||||
character_collider.shape(),
|
||||
character_mass,
|
||||
collision,
|
||||
QueryFilter::new().exclude_rigid_body(character_handle),
|
||||
)
|
||||
}
|
||||
|
||||
let character_body = &mut phx.bodies[character_handle];
|
||||
let pos = character_body.position();
|
||||
character_body.set_next_kinematic_translation(pos.translation.vector + mvt.translation);
|
||||
// character_body.set_translation(pos.translation.vector + mvt.translation, false);
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_common_events(&mut self, events: &Input<KeyCode>) {
|
||||
for key in events.get_just_released() {
|
||||
match *key {
|
||||
@@ -923,7 +1047,8 @@ fn update_testbed(
|
||||
meshes: &mut *meshes,
|
||||
materials: &mut *materials,
|
||||
components: &mut gfx_components,
|
||||
camera: &mut cameras.iter_mut().next().unwrap().2,
|
||||
camera_transform: *cameras.single().1,
|
||||
camera: &mut cameras.single_mut().2,
|
||||
};
|
||||
|
||||
let mut testbed = Testbed {
|
||||
@@ -936,6 +1061,7 @@ fn update_testbed(
|
||||
};
|
||||
|
||||
testbed.handle_common_events(&*keys);
|
||||
testbed.update_character_controller(&*keys);
|
||||
}
|
||||
|
||||
// Update UI
|
||||
@@ -1010,7 +1136,8 @@ fn update_testbed(
|
||||
meshes: &mut *meshes,
|
||||
materials: &mut *materials,
|
||||
components: &mut gfx_components,
|
||||
camera: &mut cameras.iter_mut().next().unwrap().2,
|
||||
camera_transform: *cameras.single().1,
|
||||
camera: &mut cameras.single_mut().2,
|
||||
};
|
||||
|
||||
let mut testbed = Testbed {
|
||||
@@ -1160,7 +1287,8 @@ fn update_testbed(
|
||||
meshes: &mut *meshes,
|
||||
materials: &mut *materials,
|
||||
components: &mut gfx_components,
|
||||
camera: &mut cameras.iter_mut().next().unwrap().2,
|
||||
camera_transform: *cameras.single().1,
|
||||
camera: &mut cameras.single_mut().2,
|
||||
};
|
||||
harness.step_with_graphics(Some(&mut testbed_graphics));
|
||||
|
||||
|
||||
Reference in New Issue
Block a user