aboutsummaryrefslogtreecommitdiff
path: root/examples2d
diff options
context:
space:
mode:
authorSébastien Crozet <developer@crozet.re>2022-10-02 17:36:30 +0200
committerSébastien Crozet <developer@crozet.re>2022-10-02 17:36:30 +0200
commit36e85d0708e53a01731dfa95a9a2b4792ef03fe2 (patch)
tree3ab02f579d8cc603c0aca5b387a8b1368281320c /examples2d
parenta1802323285622e0626cd69c7ea3b3ca60638b2e (diff)
downloadrapier-36e85d0708e53a01731dfa95a9a2b4792ef03fe2.tar.gz
rapier-36e85d0708e53a01731dfa95a9a2b4792ef03fe2.tar.bz2
rapier-36e85d0708e53a01731dfa95a9a2b4792ef03fe2.zip
Add a character controller implementation
Diffstat (limited to 'examples2d')
-rw-r--r--examples2d/all_examples2.rs2
-rw-r--r--examples2d/character_controller2.rs150
2 files changed, 152 insertions, 0 deletions
diff --git a/examples2d/all_examples2.rs b/examples2d/all_examples2.rs
index 3a97d39..aa3782b 100644
--- a/examples2d/all_examples2.rs
+++ b/examples2d/all_examples2.rs
@@ -10,6 +10,7 @@ use std::cmp::Ordering;
mod add_remove2;
mod ccd2;
+mod character_controller2;
mod collision_groups2;
mod convex_polygons2;
mod damping2;
@@ -61,6 +62,7 @@ pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![
("Add remove", add_remove2::init_world),
("CCD", ccd2::init_world),
+ ("Character controller", character_controller2::init_world),
("Collision groups", collision_groups2::init_world),
("Convex polygons", convex_polygons2::init_world),
("Damping", damping2::init_world),
diff --git a/examples2d/character_controller2.rs b/examples2d/character_controller2.rs
new file mode 100644
index 0000000..6f1ed92
--- /dev/null
+++ b/examples2d/character_controller2.rs
@@ -0,0 +1,150 @@
+use rapier2d::prelude::*;
+use rapier_testbed2d::Testbed;
+
+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![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![-3.0, 5.0]);
+ let character_handle = bodies.insert(rigid_body);
+ let collider = ColliderBuilder::cuboid(0.15, 0.3);
+ colliders.insert_with_parent(collider, character_handle, &mut bodies);
+
+ /*
+ * 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![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![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![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![
+ ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
+ -ground_height + 2.3
+ ])
+ .rotation(impossible_slope_angle);
+ colliders.insert(collider);
+
+ /*
+ * Create a moving platform.
+ */
+ let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5]);
+ // .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 = DVector::from_fn(nsubdivs + 1, |i, _| {
+ (i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() * 1.5
+ });
+
+ let collider =
+ ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0]);
+ colliders.insert(collider);
+
+ /*
+ * A tilting dynamic body with a limited joint.
+ */
+ let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0]);
+ let ground_handle = bodies.insert(ground);
+ let body = RigidBodyBuilder::dynamic().translation(vector![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![
+ (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);
+ }
+ });
+
+ /*
+ * Set up the testbed.
+ */
+ testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
+ testbed.set_character_body(character_handle);
+ testbed.look_at(point![0.0, 1.0], 100.0);
+}