Fix CharacterController max/min slope handling (#701)

This commit is contained in:
Thierry Berger
2024-09-23 11:10:29 +02:00
committed by GitHub
parent e7e196d9f9
commit 76357e3588
10 changed files with 210 additions and 22 deletions

View File

@@ -169,6 +169,7 @@ impl Default for KinematicCharacterController {
}
/// The effective movement computed by the character controller.
#[derive(Debug)]
pub struct EffectiveCharacterMovement {
/// The movement to apply.
pub translation: Vector<Real>,
@@ -542,17 +543,17 @@ impl KinematicCharacterController {
) -> Vector<Real> {
let [_vertical_input, horizontal_input] = self.split_into_components(movement_input);
let horiz_input_decomp = self.decompose_hit(&horizontal_input, &hit.toi);
let input_decomp = self.decompose_hit(movement_input, &hit.toi);
let decomp = self.decompose_hit(translation_remaining, &hit.toi);
// An object is trying to slip if the tangential movement induced by its vertical movement
// points downward.
let slipping_intent = self.up.dot(&horiz_input_decomp.vertical_tangent) < 0.0;
// An object is slipping if its vertical movement points downward.
let slipping = self.up.dot(&decomp.vertical_tangent) < 0.0;
// An object is trying to climb if its indirect vertical motion points upward.
let climbing_intent = self.up.dot(&input_decomp.vertical_tangent) > 0.0;
// An object is trying to climb if its vertical input motion points upward.
let climbing_intent = self.up.dot(&_vertical_input) > 0.0;
// An object is climbing if the tangential movement induced by its vertical movement points upward.
let climbing = self.up.dot(&decomp.vertical_tangent) > 0.0;
let allowed_movement = if hit.is_wall && climbing && !climbing_intent {
@@ -904,3 +905,151 @@ fn subtract_hit(translation: Vector<Real>, hit: &ShapeCastHit) -> Vector<Real> {
let surface_correction = surface_correction * (1.0 + 1.0e-5);
translation + *hit.normal1 * surface_correction
}
#[cfg(all(feature = "dim3", feature = "f32"))]
#[cfg(test)]
mod test {
use crate::{control::KinematicCharacterController, prelude::*};
#[test]
fn character_controller_climb_test() {
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let mut multibody_joints = MultibodyJointSet::new();
let mut pipeline = PhysicsPipeline::new();
let mut bf = BroadPhaseMultiSap::new();
let mut nf = NarrowPhase::new();
let mut islands = IslandManager::new();
let mut query_pipeline = QueryPipeline::new();
let mut bodies = RigidBodySet::new();
let gravity = Vector::y() * -9.81;
let ground_size = 100.0;
let ground_height = 0.1;
/*
* Create a flat ground
*/
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Create a slope we can climb.
*/
let slope_angle = 0.2;
let slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
.translation(vector![0.1 + slope_size, -ground_height + 0.4, 0.0])
.rotation(Vector::z() * slope_angle);
colliders.insert(collider);
/*
* Create a slope we cant climb.
*/
let impossible_slope_angle = 0.6;
let impossible_slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
.translation(vector![
0.1 + slope_size * 2.0 + impossible_slope_size - 0.9,
-ground_height + 1.7,
0.0
])
.rotation(Vector::z() * impossible_slope_angle);
colliders.insert(collider);
let integration_parameters = IntegrationParameters::default();
// Initialize character which can climb
let mut character_body_can_climb = RigidBodyBuilder::kinematic_position_based()
.additional_mass(1.0)
.build();
character_body_can_climb.set_translation(Vector::new(0.6, 0.5, 0.0), false);
let character_handle_can_climb = bodies.insert(character_body_can_climb);
let collider = ColliderBuilder::ball(0.5).build();
colliders.insert_with_parent(collider.clone(), character_handle_can_climb, &mut bodies);
// Initialize character which cannot climb
let mut character_body_cannot_climb = RigidBodyBuilder::kinematic_position_based()
.additional_mass(1.0)
.build();
character_body_cannot_climb.set_translation(Vector::new(-0.6, 0.5, 0.0), false);
let character_handle_cannot_climb = bodies.insert(character_body_cannot_climb);
let collider = ColliderBuilder::ball(0.5).build();
let character_shape = collider.shape();
colliders.insert_with_parent(collider.clone(), character_handle_cannot_climb, &mut bodies);
query_pipeline.update(&colliders);
for i in 0..200 {
let mut update_character_controller =
|controller: KinematicCharacterController, handle: RigidBodyHandle| {
let character_body = bodies.get(handle).unwrap();
// Use a closure to handle or collect the collisions while
// the character is being moved.
let mut collisions = vec![];
let filter_character_controller = QueryFilter::new().exclude_rigid_body(handle);
let effective_movement = controller.move_shape(
integration_parameters.dt,
&bodies,
&colliders,
&query_pipeline,
character_shape,
character_body.position(),
Vector::new(0.1, -0.1, 0.0),
filter_character_controller,
|collision| collisions.push(collision),
);
let character_body = bodies.get_mut(handle).unwrap();
let translation = character_body.translation();
assert_eq!(
effective_movement.grounded, true,
"movement should be grounded at all times for current setup (iter: {}), pos: {}.",
i, translation + effective_movement.translation
);
character_body.set_next_kinematic_translation(
translation + effective_movement.translation,
);
};
let character_controller_cannot_climb = KinematicCharacterController {
max_slope_climb_angle: impossible_slope_angle - 0.001,
..Default::default()
};
let character_controller_can_climb = KinematicCharacterController {
max_slope_climb_angle: impossible_slope_angle + 0.001,
..Default::default()
};
update_character_controller(
character_controller_cannot_climb,
character_handle_cannot_climb,
);
update_character_controller(character_controller_can_climb, character_handle_can_climb);
// Step once
pipeline.step(
&gravity,
&integration_parameters,
&mut islands,
&mut bf,
&mut nf,
&mut bodies,
&mut colliders,
&mut impulse_joints,
&mut multibody_joints,
&mut CCDSolver::new(),
Some(&mut query_pipeline),
&(),
&(),
);
}
let character_body = bodies.get(character_handle_can_climb).unwrap();
assert!(character_body.translation().x > 6.0);
assert!(character_body.translation().y > 3.0);
let character_body = bodies.get(character_handle_cannot_climb).unwrap();
assert!(character_body.translation().x < 4.0);
assert!(dbg!(character_body.translation().y) < 2.0);
}
}