* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
203 lines
6.6 KiB
Rust
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);
|
|
}
|