Files
rapier/examples2d/character_controller2.rs
Sébastien Crozet 0b7c3b34ec feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy + release v0.32.0 (#909)
* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy

* chore: update changelog

* Fix warnings and tests

* Release v0.32.0
2026-01-09 17:26:36 +01:00

203 lines
6.6 KiB
Rust

use crate::utils::character;
use crate::utils::character::CharacterControlMode;
use kiss3d::color::Color;
use rapier_testbed2d::Testbed;
use rapier2d::control::{KinematicCharacterController, PidController};
use rapier2d::prelude::*;
use std::f32::consts::PI;
pub fn init_world(testbed: &mut Testbed) {
/*
* World
*/
let mut bodies = RigidBodySet::new();
let mut colliders = ColliderSet::new();
let mut impulse_joints = ImpulseJointSet::new();
let multibody_joints = MultibodyJointSet::new();
/*
* Ground
*/
let ground_size = 5.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height));
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body = RigidBodyBuilder::kinematic_position_based()
.translation(Vector::new(-3.0, 5.0))
// The two config below makes the character
// nicer to control with the PID control enabled.
.gravity_scale(10.0)
.soft_ccd_prediction(10.0);
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_y(0.3, 0.15);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
testbed.set_initial_body_color(character_handle, Color::new(0.8, 0.1, 0.1, 1.0));
/*
* Create the cubes
*/
let num = 8;
let rad = 0.1;
let shift = rad * 2.0;
let centerx = shift * (num / 2) as f32;
let centery = rad;
for j in 0usize..4 {
for i in 0..num {
let x = i as f32 * shift - centerx;
let y = j as f32 * shift + centery;
let rigid_body = RigidBodyBuilder::dynamic().translation(Vector::new(x, y));
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
/*
* Create some stairs.
*/
let stair_width = 1.0;
let stair_height = 0.1;
for i in 0..10 {
let x = i as f32 * stair_width / 2.0;
let y = i as f32 * stair_height * 1.5 + 3.0;
let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0)
.translation(Vector::new(x, y));
colliders.insert(collider);
}
/*
* Create a slope we can climb.
*/
let slope_angle = 0.2;
let slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height)
.translation(Vector::new(ground_size + slope_size, -ground_height + 0.4))
.rotation(slope_angle);
colliders.insert(collider);
/*
* Create a slope we can't climb.
*/
let impossible_slope_angle = 0.9;
let impossible_slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height)
.translation(Vector::new(
ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
-ground_height + 2.3,
))
.rotation(impossible_slope_angle);
colliders.insert(collider);
/*
* Create a wall we can't climb.
*/
let wall_angle = PI / 2.;
let wall_size = 2.0;
let wall_pos = Vector::new(
ground_size + slope_size * 2.0 + impossible_slope_size + 0.35,
-ground_height + 2.5 * 2.3,
);
let collider = ColliderBuilder::cuboid(wall_size, ground_height)
.translation(wall_pos)
.rotation(wall_angle);
colliders.insert(collider);
let collider = ColliderBuilder::cuboid(wall_size, ground_height).translation(wall_pos);
colliders.insert(collider);
/*
* Create a moving platform.
*/
let body = RigidBodyBuilder::kinematic_velocity_based().translation(Vector::new(-8.0, 0.0));
// .rotation(-0.3);
let platform_handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(2.0, ground_height);
colliders.insert_with_parent(collider, platform_handle, &mut bodies);
/*
* More complex ground.
*/
let ground_size = Vector::new(10.0, 1.0);
let nsubdivs = 20;
let heights = (0..nsubdivs + 1)
.map(|i| (i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() * 1.5)
.collect();
let collider =
ColliderBuilder::heightfield(heights, ground_size).translation(Vector::new(-8.0, 5.0));
colliders.insert(collider);
/*
* A tilting dynamic body with a limited joint.
*/
let ground = RigidBodyBuilder::fixed().translation(Vector::new(0.0, 5.0));
let ground_handle = bodies.insert(ground);
let body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 5.0));
let handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(1.0, 0.1);
colliders.insert_with_parent(collider, handle, &mut bodies);
let joint = RevoluteJointBuilder::new().limits([-0.3, 0.3]);
impulse_joints.insert(ground_handle, handle, joint, true);
/*
* Setup a callback to move the platform.
*/
testbed.add_callback(move |_, physics, _, run_state| {
let linvel = Vector::new(
(run_state.time * 2.0).sin() * 2.0,
(run_state.time * 5.0).sin() * 1.5,
);
// let angvel = run_state.time.sin() * 0.5;
// Update the velocity-based kinematic body by setting its velocity.
if let Some(platform) = physics.bodies.get_mut(platform_handle) {
platform.set_linvel(linvel, true);
// NOTE: interaction with rotating platforms isn't handled very well yet.
// platform.set_angvel(angvel, true);
}
});
/*
* Callback to update the character based on user inputs.
*/
let mut control_mode = CharacterControlMode::Kinematic(0.1);
let mut controller = KinematicCharacterController {
max_slope_climb_angle: impossible_slope_angle - 0.02,
min_slope_slide_angle: impossible_slope_angle - 0.02,
slide: true,
..Default::default()
};
let mut pid = PidController::default();
testbed.add_callback(move |graphics, physics, _, _| {
if let Some(graphics) = graphics {
character::update_character(
graphics,
physics,
&mut control_mode,
&mut controller,
&mut pid,
character_handle,
);
}
});
/*
* Set up the testbed.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.look_at(Vec2::new(0.0, 1.0), 100.0);
}