Files
rapier/examples3d/utils/character.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

285 lines
9.9 KiB
Rust

use kiss3d::color::Color;
use rapier_testbed3d::{
KeyCode, PhysicsState, TestbedGraphics,
egui::{Align2, ComboBox, Slider, Ui, Window},
};
use rapier3d::{
control::{CharacterLength, KinematicCharacterController, PidController},
math::Vector,
prelude::*,
};
pub type CharacterSpeed = Real;
#[derive(PartialEq, Clone, Copy, Debug)]
pub enum CharacterControlMode {
Kinematic(CharacterSpeed),
Pid(CharacterSpeed),
}
pub fn update_character(
graphics: &mut TestbedGraphics,
physics: &mut PhysicsState,
control_mode: &mut CharacterControlMode,
controller: &mut KinematicCharacterController,
pid: &mut PidController,
character_handle: RigidBodyHandle,
) {
let prev_control_mode = *control_mode;
character_control_ui(graphics, controller, pid, control_mode);
if *control_mode != prev_control_mode {
match control_mode {
CharacterControlMode::Kinematic(_) => physics.bodies[character_handle]
.set_body_type(RigidBodyType::KinematicPositionBased, false),
CharacterControlMode::Pid(_) => {
physics.bodies[character_handle].set_body_type(RigidBodyType::Dynamic, true)
}
}
}
match *control_mode {
CharacterControlMode::Kinematic(speed) => {
update_kinematic_controller(graphics, physics, character_handle, controller, speed)
}
CharacterControlMode::Pid(speed) => {
update_pid_controller(graphics, physics, character_handle, pid, speed)
}
}
}
fn character_movement_from_inputs(
gfx: &TestbedGraphics,
mut speed: Real,
artificial_gravity: bool,
) -> Vector {
let mut desired_movement = Vector::ZERO;
let rot = gfx.camera_rotation();
let mut rot_x_na = rot * SimdVector::x();
let mut rot_z_na = rot * SimdVector::z();
rot_x_na.y = 0.0;
rot_z_na.y = 0.0;
let rot_x = Vector::new(rot_x_na.x, rot_x_na.y, rot_x_na.z);
let rot_z = Vector::new(rot_z_na.x, rot_z_na.y, rot_z_na.z);
for key in gfx.keys().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::LShift => {
speed /= 10.0;
}
_ => {}
}
}
desired_movement *= speed;
if artificial_gravity {
desired_movement -= Vector::Y * speed;
}
desired_movement
}
fn update_pid_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
pid: &mut PidController,
speed: Real,
) {
let desired_movement = character_movement_from_inputs(gfx, speed, false);
let character_body = &mut phx.bodies[character_handle];
// Adjust the controlled axis depending on the keys pressed by the user.
// - If the user is jumping, enable control over Y.
// - If the user isn't pressing any key, disable all linear controls to let
// gravity/collision do their thing freely.
let mut axes = AxesMask::ANG_X | AxesMask::ANG_Y | AxesMask::ANG_Z;
if desired_movement.length() != 0.0 {
axes |= if desired_movement.y == 0.0 {
AxesMask::LIN_X | AxesMask::LIN_Z
} else {
AxesMask::LIN_X | AxesMask::LIN_Z | AxesMask::LIN_Y
}
};
pid.set_axes(axes);
let target_translation = character_body.translation() + desired_movement;
let target_pose = Pose::from_parts(target_translation, *character_body.rotation());
let corrective_vel = pid.rigid_body_correction(
phx.integration_parameters.dt,
character_body,
target_pose,
RigidBodyVelocity::zero(),
);
let new_vel = *character_body.vels() + corrective_vel;
character_body.set_vels(new_vel, true);
}
fn update_kinematic_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
controller: &KinematicCharacterController,
speed: Real,
) {
let desired_movement = character_movement_from_inputs(gfx, speed, true);
let character_body = &phx.bodies[character_handle];
let character_collider = &phx.colliders[character_body.colliders()[0]];
let character_pose = *character_collider.position();
let character_shape = character_collider.shared_shape().clone();
let character_mass = character_body.mass();
let mut query_pipeline = phx.broad_phase.as_query_pipeline_mut(
phx.narrow_phase.query_dispatcher(),
&mut phx.bodies,
&mut phx.colliders,
QueryFilter::new().exclude_rigid_body(character_handle),
);
let mut collisions = vec![];
let mvt = controller.move_shape(
phx.integration_parameters.dt,
&query_pipeline.as_ref(),
&*character_shape,
&character_pose,
desired_movement,
|c| collisions.push(c),
);
if mvt.grounded {
gfx.set_body_color(character_handle, Color::new(0.1, 0.8, 0.1, 1.0), true);
} else {
gfx.set_body_color(character_handle, Color::new(0.8, 0.1, 0.1, 1.0), true);
}
controller.solve_character_collision_impulses(
phx.integration_parameters.dt,
&mut query_pipeline,
&*character_shape,
character_mass,
&*collisions,
);
let character_body = &mut phx.bodies[character_handle];
let pose = character_body.position();
character_body.set_next_kinematic_translation(pose.translation + mvt.translation);
}
fn character_control_ui(
gfx: &mut TestbedGraphics,
character_controller: &mut KinematicCharacterController,
pid_controller: &mut PidController,
control_mode: &mut CharacterControlMode,
) {
Window::new("Character Control")
.anchor(Align2::RIGHT_TOP, [-15.0, 15.0])
.show(gfx.egui_context(), |ui| {
ComboBox::from_label("control mode")
.selected_text(format!("{:?}", *control_mode))
.show_ui(ui, |ui| {
ui.selectable_value(
control_mode,
CharacterControlMode::Kinematic(0.1),
"Kinematic",
);
ui.selectable_value(control_mode, CharacterControlMode::Pid(0.1), "Pid");
});
match control_mode {
CharacterControlMode::Kinematic(speed) => {
kinematic_control_ui(ui, character_controller, speed);
}
CharacterControlMode::Pid(speed) => {
pid_control_ui(ui, pid_controller, speed);
}
}
});
}
fn pid_control_ui(ui: &mut Ui, pid_controller: &mut PidController, speed: &mut Real) {
let mut lin_kp = pid_controller.pd.lin_kp.x;
let mut lin_ki = pid_controller.lin_ki.x;
let mut lin_kd = pid_controller.pd.lin_kd.x;
let mut ang_kp = pid_controller.pd.ang_kp.x;
let mut ang_ki = pid_controller.ang_ki.x;
let mut ang_kd = pid_controller.pd.ang_kd.x;
ui.add(Slider::new(speed, 0.0..=1.0).text("speed"));
ui.add(Slider::new(&mut lin_kp, 0.0..=100.0).text("linear Kp"));
ui.add(Slider::new(&mut lin_ki, 0.0..=10.0).text("linear Ki"));
ui.add(Slider::new(&mut lin_kd, 0.0..=1.0).text("linear Kd"));
ui.add(Slider::new(&mut ang_kp, 0.0..=100.0).text("angular Kp"));
ui.add(Slider::new(&mut ang_ki, 0.0..=10.0).text("angular Ki"));
ui.add(Slider::new(&mut ang_kd, 0.0..=1.0).text("angular Kd"));
pid_controller.pd.lin_kp = Vector::splat(lin_kp);
pid_controller.lin_ki = Vector::splat(lin_ki);
pid_controller.pd.lin_kd = Vector::splat(lin_kd);
pid_controller.pd.ang_kp = Vector::splat(ang_kp);
pid_controller.ang_ki = Vector::splat(ang_ki);
pid_controller.pd.ang_kd = Vector::splat(ang_kd);
}
fn kinematic_control_ui(
ui: &mut Ui,
character_controller: &mut KinematicCharacterController,
speed: &mut Real,
) {
ui.add(Slider::new(speed, 0.0..=1.0).text("Speed"))
.on_hover_text("The speed applied each simulation tick.");
ui.checkbox(&mut character_controller.slide, "slide")
.on_hover_text("Should the character try to slide against the floor if it hits it?");
#[allow(clippy::useless_conversion)]
{
ui.add(Slider::new(&mut character_controller.max_slope_climb_angle, 0.0..=std::f32::consts::TAU.into()).text("max_slope_climb_angle"))
.on_hover_text("The maximum angle (radians) between the floor's normal and the `up` vector that the character is able to climb.");
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"))
.on_hover_text("The minimum angle (radians) between the floor's normal and the `up` vector before the character starts to slide down automatically.");
}
let mut is_snapped = character_controller.snap_to_ground.is_some();
if ui.checkbox(&mut is_snapped, "snap_to_ground").changed() {
match is_snapped {
true => {
character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));
}
false => {
character_controller.snap_to_ground = None;
}
}
}
if let Some(snapped) = &mut character_controller.snap_to_ground {
match snapped {
CharacterLength::Relative(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Relative Character Length"));
}
CharacterLength::Absolute(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Absolute Character Length"));
}
}
}
}