Fix CharacterController max/min slope handling (#701)
This commit is contained in:
@@ -4,6 +4,7 @@
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- The region key has been replaced by an i64 in the f64 version of rapier, increasing the range before panics occur.
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- Fix `BroadphaseMultiSap` not being able to serialize correctly with serde_json.
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- Fix `KinematicCharacterController::move_shape` not respecting parameters `max_slope_climb_angle` and `min_slope_slide_angle`.
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### Added
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@@ -50,7 +50,6 @@ crossbeam = "0.8"
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bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.29"
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bevy_ecs = "0.14"
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bevy_core_pipeline = "0.14"
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@@ -50,7 +50,6 @@ crossbeam = "0.8"
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bincode = "1"
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Inflector = "0.11"
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md5 = "0.7"
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bevy_egui = "0.29"
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bevy_ecs = "0.14"
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bevy_core_pipeline = "0.14"
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@@ -52,7 +52,6 @@ bincode = "1"
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md5 = "0.7"
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Inflector = "0.11"
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serde = { version = "1", features = ["derive"] }
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bevy_egui = "0.29"
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bevy_ecs = "0.14"
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bevy_core_pipeline = "0.14"
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@@ -53,7 +53,6 @@ bincode = "1"
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md5 = "0.7"
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Inflector = "0.11"
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serde = { version = "1", features = ["derive"] }
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bevy_egui = "0.29"
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bevy_ecs = "0.14"
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bevy_core_pipeline = "0.14"
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@@ -1,4 +1,4 @@
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use rapier3d::prelude::*;
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use rapier3d::{control::KinematicCharacterController, prelude::*};
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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@@ -41,7 +41,7 @@ pub fn init_world(testbed: &mut Testbed) {
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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] * scale);
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RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.5, 0.0] * scale);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.3 * scale, 0.15 * scale); // 0.15, 0.3, 0.15);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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@@ -95,19 +95,15 @@ pub fn init_world(testbed: &mut Testbed) {
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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(
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slope_size * scale,
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ground_height * scale,
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slope_size * scale,
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)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0] * scale)
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.rotation(Vector::z() * slope_angle);
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
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.translation(vector![0.1 + 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_angle = 0.6;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(
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slope_size * scale,
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@@ -116,8 +112,8 @@ pub fn init_world(testbed: &mut Testbed) {
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)
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.translation(
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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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0.1 + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 1.7,
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0.0
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] * scale,
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)
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@@ -185,5 +181,11 @@ pub fn init_world(testbed: &mut 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.set_character_controller(Some(KinematicCharacterController {
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max_slope_climb_angle: impossible_slope_angle - 0.02,
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min_slope_slide_angle: impossible_slope_angle - 0.02,
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slide: true,
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..Default::default()
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}));
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testbed.look_at(point!(10.0, 10.0, 10.0), Point::origin());
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}
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@@ -37,7 +37,7 @@ pub fn init_world(testbed: &mut Testbed) {
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::dynamic()
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.translation(vector![0.0, 0.5, 0.0])
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.translation(vector![-3.0, 5.0, 0.0])
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.linvel(vector![0.0, -4.0, 20.0])
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.can_sleep(false);
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let handle = bodies.insert(rigid_body);
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@@ -169,6 +169,7 @@ impl Default for KinematicCharacterController {
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}
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/// The effective movement computed by the character controller.
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#[derive(Debug)]
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pub struct EffectiveCharacterMovement {
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/// The movement to apply.
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pub translation: Vector<Real>,
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@@ -542,17 +543,17 @@ impl KinematicCharacterController {
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) -> Vector<Real> {
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let [_vertical_input, horizontal_input] = self.split_into_components(movement_input);
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let horiz_input_decomp = self.decompose_hit(&horizontal_input, &hit.toi);
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let input_decomp = self.decompose_hit(movement_input, &hit.toi);
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let decomp = self.decompose_hit(translation_remaining, &hit.toi);
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// An object is trying to slip if the tangential movement induced by its vertical movement
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// points downward.
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let slipping_intent = self.up.dot(&horiz_input_decomp.vertical_tangent) < 0.0;
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// An object is slipping if its vertical movement points downward.
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let slipping = self.up.dot(&decomp.vertical_tangent) < 0.0;
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// An object is trying to climb if its indirect vertical motion points upward.
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let climbing_intent = self.up.dot(&input_decomp.vertical_tangent) > 0.0;
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// An object is trying to climb if its vertical input motion points upward.
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let climbing_intent = self.up.dot(&_vertical_input) > 0.0;
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// An object is climbing if the tangential movement induced by its vertical movement points upward.
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let climbing = self.up.dot(&decomp.vertical_tangent) > 0.0;
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let allowed_movement = if hit.is_wall && climbing && !climbing_intent {
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@@ -904,3 +905,151 @@ fn subtract_hit(translation: Vector<Real>, hit: &ShapeCastHit) -> Vector<Real> {
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let surface_correction = surface_correction * (1.0 + 1.0e-5);
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translation + *hit.normal1 * surface_correction
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}
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#[cfg(all(feature = "dim3", feature = "f32"))]
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#[cfg(test)]
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mod test {
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use crate::{control::KinematicCharacterController, prelude::*};
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#[test]
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fn character_controller_climb_test() {
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let mut multibody_joints = MultibodyJointSet::new();
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let mut pipeline = PhysicsPipeline::new();
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let mut bf = BroadPhaseMultiSap::new();
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let mut nf = NarrowPhase::new();
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let mut islands = IslandManager::new();
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let mut query_pipeline = QueryPipeline::new();
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let mut bodies = RigidBodySet::new();
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let gravity = Vector::y() * -9.81;
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let ground_size = 100.0;
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let ground_height = 0.1;
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/*
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* Create a flat ground
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*/
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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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* 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![0.1 + 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 = 0.6;
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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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0.1 + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 1.7,
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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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let integration_parameters = IntegrationParameters::default();
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// Initialize character which can climb
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let mut character_body_can_climb = RigidBodyBuilder::kinematic_position_based()
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.additional_mass(1.0)
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.build();
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character_body_can_climb.set_translation(Vector::new(0.6, 0.5, 0.0), false);
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let character_handle_can_climb = bodies.insert(character_body_can_climb);
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let collider = ColliderBuilder::ball(0.5).build();
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colliders.insert_with_parent(collider.clone(), character_handle_can_climb, &mut bodies);
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// Initialize character which cannot climb
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let mut character_body_cannot_climb = RigidBodyBuilder::kinematic_position_based()
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.additional_mass(1.0)
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.build();
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character_body_cannot_climb.set_translation(Vector::new(-0.6, 0.5, 0.0), false);
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let character_handle_cannot_climb = bodies.insert(character_body_cannot_climb);
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let collider = ColliderBuilder::ball(0.5).build();
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let character_shape = collider.shape();
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colliders.insert_with_parent(collider.clone(), character_handle_cannot_climb, &mut bodies);
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query_pipeline.update(&colliders);
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for i in 0..200 {
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let mut update_character_controller =
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|controller: KinematicCharacterController, handle: RigidBodyHandle| {
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let character_body = bodies.get(handle).unwrap();
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// Use a closure to handle or collect the collisions while
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// the character is being moved.
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let mut collisions = vec![];
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let filter_character_controller = QueryFilter::new().exclude_rigid_body(handle);
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let effective_movement = controller.move_shape(
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integration_parameters.dt,
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&bodies,
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&colliders,
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&query_pipeline,
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character_shape,
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character_body.position(),
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Vector::new(0.1, -0.1, 0.0),
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filter_character_controller,
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|collision| collisions.push(collision),
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);
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let character_body = bodies.get_mut(handle).unwrap();
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let translation = character_body.translation();
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assert_eq!(
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effective_movement.grounded, true,
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"movement should be grounded at all times for current setup (iter: {}), pos: {}.",
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i, translation + effective_movement.translation
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);
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character_body.set_next_kinematic_translation(
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translation + effective_movement.translation,
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);
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};
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let character_controller_cannot_climb = KinematicCharacterController {
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max_slope_climb_angle: impossible_slope_angle - 0.001,
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..Default::default()
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};
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let character_controller_can_climb = KinematicCharacterController {
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max_slope_climb_angle: impossible_slope_angle + 0.001,
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..Default::default()
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};
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update_character_controller(
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character_controller_cannot_climb,
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character_handle_cannot_climb,
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);
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update_character_controller(character_controller_can_climb, character_handle_can_climb);
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// Step once
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pipeline.step(
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&gravity,
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&integration_parameters,
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&mut islands,
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&mut bf,
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&mut nf,
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&mut bodies,
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&mut colliders,
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&mut impulse_joints,
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&mut multibody_joints,
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&mut CCDSolver::new(),
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Some(&mut query_pipeline),
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&(),
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&(),
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);
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}
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let character_body = bodies.get(character_handle_can_climb).unwrap();
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assert!(character_body.translation().x > 6.0);
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assert!(character_body.translation().y > 3.0);
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let character_body = bodies.get(character_handle_cannot_climb).unwrap();
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assert!(character_body.translation().x < 4.0);
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assert!(dbg!(character_body.translation().y) < 2.0);
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}
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}
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@@ -102,6 +102,7 @@ pub struct TestbedState {
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pub draw_colls: bool,
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pub highlighted_body: Option<RigidBodyHandle>,
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pub character_body: Option<RigidBodyHandle>,
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pub character_controller: Option<KinematicCharacterController>,
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#[cfg(feature = "dim3")]
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pub vehicle_controller: Option<DynamicRayCastVehicleController>,
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// pub grabbed_object: Option<DefaultBodyPartHandle>,
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@@ -186,6 +187,7 @@ impl TestbedApp {
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draw_colls: false,
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highlighted_body: None,
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character_body: None,
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character_controller: None,
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#[cfg(feature = "dim3")]
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vehicle_controller: None,
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// grabbed_object: None,
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@@ -530,6 +532,10 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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self.state.character_body = Some(handle);
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}
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pub fn set_character_controller(&mut self, controller: Option<KinematicCharacterController>) {
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self.state.character_controller = controller;
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}
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#[cfg(feature = "dim3")]
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pub fn set_vehicle_controller(&mut self, controller: DynamicRayCastVehicleController) {
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self.state.vehicle_controller = Some(controller);
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@@ -827,7 +833,7 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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desired_movement *= speed;
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desired_movement -= Vector::y() * speed;
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let controller = KinematicCharacterController::default();
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let controller = self.state.character_controller.unwrap_or_default();
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let phx = &mut self.harness.physics;
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let character_body = &phx.bodies[character_handle];
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let character_collider = &phx.colliders[character_body.colliders()[0]];
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@@ -1,3 +1,4 @@
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use rapier::control::CharacterLength;
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use rapier::counters::Counters;
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use rapier::math::Real;
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use std::num::NonZeroUsize;
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@@ -240,7 +241,40 @@ pub fn update_ui(
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// .set(TestbedStateFlags::CONTACT_POINTS, contact_points);
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// state.flags.set(TestbedStateFlags::WIREFRAME, wireframe);
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ui.separator();
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if let Some(character_controller) = &mut state.character_controller {
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ui.label("Character controller");
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ui.checkbox(&mut character_controller.slide, "slide").on_hover_text("Should the character try to slide against the floor if it hits it?");
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#[allow(clippy::useless_conversion)]
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{
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ui.add(Slider::new(&mut character_controller.max_slope_climb_angle, 0.0..=std::f32::consts::TAU.into()).text("max_slope_climb_angle"))
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.on_hover_text("The maximum angle (radians) between the floor’s normal and the `up` vector that the character is able to climb.");
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ui.add(Slider::new(&mut character_controller.min_slope_slide_angle, 0.0..=std::f32::consts::FRAC_PI_2.into()).text("min_slope_slide_angle"))
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.on_hover_text("The minimum angle (radians) between the floor’s normal and the `up` vector before the character starts to slide down automatically.");
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}
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let mut is_snapped = character_controller.snap_to_ground.is_some();
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if ui.checkbox(&mut is_snapped, "snap_to_ground").changed {
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match is_snapped {
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true => {
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character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));
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},
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false => {
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character_controller.snap_to_ground = None;
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},
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}
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}
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if let Some(snapped) = &mut character_controller.snap_to_ground {
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match snapped {
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CharacterLength::Relative(val) => {
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ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Relative Character Length"));
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},
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CharacterLength::Absolute(val) => {
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ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Absolute Character Length"));
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},
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}
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}
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ui.separator();
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}
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let label = if state.running == RunMode::Stop {
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"Start (T)"
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} else {
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