diff options
| -rw-r--r-- | crates/rapier2d-f64/Cargo.toml | 2 | ||||
| -rw-r--r-- | crates/rapier2d/Cargo.toml | 2 | ||||
| -rw-r--r-- | crates/rapier3d-f64/Cargo.toml | 2 | ||||
| -rw-r--r-- | crates/rapier3d/Cargo.toml | 2 | ||||
| -rw-r--r-- | examples2d/all_examples2.rs | 2 | ||||
| -rw-r--r-- | examples2d/character_controller2.rs | 150 | ||||
| -rw-r--r-- | examples3d/all_examples3.rs | 4 | ||||
| -rw-r--r-- | examples3d/character_controller3.rs | 157 | ||||
| -rw-r--r-- | examples3d/newton_cradle3.rs | 45 | ||||
| -rw-r--r-- | src/control/character_controller.rs | 729 | ||||
| -rw-r--r-- | src/control/mod.rs | 8 | ||||
| -rw-r--r-- | src/lib.rs | 2 | ||||
| -rw-r--r-- | src/pipeline/query_pipeline.rs | 4 | ||||
| -rw-r--r-- | src_testbed/testbed.rs | 142 |
14 files changed, 1239 insertions, 12 deletions
diff --git a/crates/rapier2d-f64/Cargo.toml b/crates/rapier2d-f64/Cargo.toml index 6e8b038..d61e3c5 100644 --- a/crates/rapier2d-f64/Cargo.toml +++ b/crates/rapier2d-f64/Cargo.toml @@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true } instant = { version = "0.1", features = [ "now" ], optional = true } num-traits = "0.2" nalgebra = "0.31" -parry2d-f64 = "0.9" +parry2d-f64 = "0.10" simba = "0.7" approx = "0.5" rayon = { version = "1", optional = true } diff --git a/crates/rapier2d/Cargo.toml b/crates/rapier2d/Cargo.toml index 329f9eb..4bdb0c3 100644 --- a/crates/rapier2d/Cargo.toml +++ b/crates/rapier2d/Cargo.toml @@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true } instant = { version = "0.1", features = [ "now" ], optional = true } num-traits = "0.2" nalgebra = "0.31" -parry2d = "0.9" +parry2d = "0.10" simba = "0.7" approx = "0.5" rayon = { version = "1", optional = true } diff --git a/crates/rapier3d-f64/Cargo.toml b/crates/rapier3d-f64/Cargo.toml index dfca0ef..0cab401 100644 --- a/crates/rapier3d-f64/Cargo.toml +++ b/crates/rapier3d-f64/Cargo.toml @@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true } instant = { version = "0.1", features = [ "now" ], optional = true } num-traits = "0.2" nalgebra = "0.31" -parry3d-f64 = "0.9" +parry3d-f64 = "0.10" simba = "0.7" approx = "0.5" rayon = { version = "1", optional = true } diff --git a/crates/rapier3d/Cargo.toml b/crates/rapier3d/Cargo.toml index efe7e1a..a4d7895 100644 --- a/crates/rapier3d/Cargo.toml +++ b/crates/rapier3d/Cargo.toml @@ -49,7 +49,7 @@ vec_map = { version = "0.8", optional = true } instant = { version = "0.1", features = [ "now" ], optional = true } num-traits = "0.2" nalgebra = "0.31" -parry3d = "0.9" +parry3d = "0.10" simba = "0.7" approx = "0.5" rayon = { version = "1", optional = true } 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); +} diff --git a/examples3d/all_examples3.rs b/examples3d/all_examples3.rs index d7fb4e3..f599fdb 100644 --- a/examples3d/all_examples3.rs +++ b/examples3d/all_examples3.rs @@ -33,8 +33,10 @@ mod fountain3; mod heightfield3; mod joints3; // mod joints3; +mod character_controller3; mod keva3; mod locked_rotations3; +mod newton_cradle3; mod one_way_platforms3; mod platform3; mod primitives3; @@ -79,6 +81,7 @@ pub fn main() { .to_camel_case(); let mut builders: Vec<(_, fn(&mut Testbed))> = vec![ + ("Character controller", character_controller3::init_world), ("Fountain", fountain3::init_world), ("Primitives", primitives3::init_world), ("Multibody joints", joints3::init_world_with_articulations), @@ -98,6 +101,7 @@ pub fn main() { ("Sensor", sensor3::init_world), ("TriMesh", trimesh3::init_world), ("Keva tower", keva3::init_world), + ("Newton cradle", newton_cradle3::init_world), ("(Debug) multibody_joints", debug_articulations3::init_world), ( "(Debug) add/rm collider", diff --git a/examples3d/character_controller3.rs b/examples3d/character_controller3.rs new file mode 100644 index 0000000..939cfd1 --- /dev/null +++ b/examples3d/character_controller3.rs @@ -0,0 +1,157 @@ +use rapier3d::prelude::*; +use rapier_testbed3d::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, 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); + + /* + * Character we will control manually. + */ + let rigid_body = + RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0]); + let character_handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::capsule_y(0.3, 0.15); // 0.15, 0.3, 0.15); + 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 k in 0usize..4 { + for i in 0..num { + let x = i as f32 * shift - centerx; + let y = j as f32 * shift + centery; + let z = k as f32 * shift + centerx; + + let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]); + let handle = bodies.insert(rigid_body); + let collider = ColliderBuilder::cuboid(rad, 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, stair_width) + .translation(vector![x, y, 0.0]); + 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, slope_size) + .translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0]) + .rotation(Vector::z() * 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, ground_size) + .translation(vector![ + ground_size + slope_size * 2.0 + impossible_slope_size - 0.9, + -ground_height + 2.3, + 0.0 + ]) + .rotation(Vector::z() * impossible_slope_angle); + colliders.insert(collider); + + /* + * Create a moving platform. + */ + let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]); + // .rotation(-0.3); + let platform_handle = bodies.insert(body); + let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0); + colliders.insert_with_parent(collider, platform_handle, &mut bodies); + + /* + * More complex ground. + */ + let ground_size = Vector::new(10.0, 1.0, 10.0); + let nsubdivs = 20; + + let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| { + (i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos() + + (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos() + }); + + let collider = + ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]); + colliders.insert(collider); + + /* + * A tilting dynamic body with a limited joint. + */ + let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]); + let ground_handle = bodies.insert(ground); + let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]); + let handle = bodies.insert(body); + let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0); + colliders.insert_with_parent(collider, handle, &mut bodies); + let joint = RevoluteJointBuilder::new(Vector::z_axis()).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, + 0.0 + ]; + // 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!(10.0, 10.0, 10.0), Point::origin()); +} diff --git a/examples3d/newton_cradle3.rs b/examples3d/newton_cradle3.rs new file mode 100644 index 0000000..b281149 --- /dev/null +++ b/examples3d/newton_cradle3.rs @@ -0,0 +1,45 @@ +use rapier3d::prelude::*; +use rapier_testbed3d::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(); + + let radius = 0.5; + let length = 10.0 * radius; + let rb = RigidBodyBuilder::dynamic(); + let co = ColliderBuilder::ball(radius).restitution(1.0); + + let n = 5; + + for i in 0..n { + let (ball_pos, attach) = ( + vector![i as Real * 2.2 * radius, 0.0, 0.0], + Vector::y() * length, + ); + let vel = if i >= n - 1 { + vector![7.0, 0.0, 0.0] + } else { + Vector::zeros() + }; + + let ground = bodies.insert(RigidBodyBuilder::fixed().translation(ball_pos + attach)); + let rb = rb.clone().translation(ball_pos).linvel(vel); + let handle = bodies.insert(rb); + colliders.insert_with_parent(co.clone(), handle, &mut bodies); + + let joint = SphericalJointBuilder::new().local_anchor2(attach.into()); + impulse_joints.insert(ground, handle, joint, true); + } + + /* + * Set up the testbed. + */ + testbed.set_world(bodies, colliders, impulse_joints, multibody_joints); + testbed.look_at(point![100.0, 100.0, 100.0], Point::origin()); +} diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs new file mode 100644 index 0000000..049aef8 --- /dev/null +++ b/src/control/character_controller.rs @@ -0,0 +1,729 @@ +use crate::dynamics::RigidBodySet; +use crate::geometry::{ColliderHandle, ColliderSet, ContactManifold, Shape, TOI}; +use crate::math::{Isometry, Point, Real, UnitVector, Vector}; +use crate::pipeline::{QueryFilter, QueryFilterFlags, QueryPipeline}; +use crate::utils; +use na::{RealField, Vector2}; +use parry::bounding_volume::BoundingVolume; +use parry::math::Translation; +use parry::query::{DefaultQueryDispatcher, PersistentQueryDispatcher}; + +#[derive(Copy, Clone, Debug, PartialEq)] +/// A length measure used for various options of a character controller. +pub enum CharacterLength { + /// The length is specified relative to some of the character shape’s size. + /// + /// For example setting `CharacterAutostep::max_height` to `CharaceterLentgh::Relative(0.1)` + /// for a shape with an height equal to 20.0 will result in a maximum step heigth + /// of `0.1 * 20.0 = 2.0`. + Relative(Real), + /// The lengt his specified as an aboslute value, independent from the character shape’s size. + /// + /// For example setting `CharacterAutostep::max_height` to `CharaceterLentgh::Relative(0.1)` + /// for a shape with an height equal to 20.0 will result in a maximum step heigth + /// of `0.1` (the shape height is ignored in for this value). + Absolute(Real), +} + +impl CharacterLength { + pub fn map_absolute(self, f: impl FnOnce(Real) -> Real) -> Self { + if let Self::Absolute(value) = self { + Self::Absolute(f(value)) + } else { + self + } + } + + fn eval(self, value: Real) -> Real { + match self { + Self::Relative(x) => value * x, + Self::Absolute(x) => x, + } + } +} + +/// Configuration for the auto-stepping character controller feature. +#[derive(Copy, Clone, Debug, PartialEq)] +pub struct CharacterAutostep { + /// The maximum step height a character can automatically step over. + pub max_height: CharacterLength, + /// The minimum width of free space that must be available after stepping on a stair. + pub min_width: CharacterLength, + /// Can the character automatically step over dynamic bodies too? + pub include_dynamic_bodies: bool, +} + +impl Default for CharacterAutostep { + fn default() -> Self { + Self { + max_height: CharacterLength::Relative(0.25), + min_width: CharacterLength::Relative(0.5), + include_dynamic_bodies: true, + } + } +} + +/// A collision between the character and its environment during its movement. +pub struct CharacterCollision { + /// The collider hit by the character. + pub handle: ColliderHandle, + /// The position of the character when the collider was hit. + pub character_pos: Isometry<Real>, + /// The translation that was already applied to the character when the hit happens. + pub translation_applied: Vector<Real>, + /// The translations that was still waiting to be applied to the character when the hit happens. + pub translation_remaining: Vector<Real>, + /// Geometric information about the hit. + pub toi: TOI, +} + +/// A character controller for kinematic bodies. +#[derive(Copy, Clone, Debug)] +pub struct KinematicCharacterController { + /// The direction that goes "up". Used to determine where the floor is, and the floor’s angle. + pub up: UnitVector<Real>, + /// A small gap to preserve between the character and its surroundings. + /// + /// This value should not be too large to avoid visual artifacts, but shouldn’t be too small + /// (must not be zero) to improve numerical stability of the character controller. + pub offset: CharacterLength, + /// Should the character try to slide against the floor if it hits it? + pub slide: bool, + /// Should the character automatically step over small obstacles? + pub autostep: Option<CharacterAutostep>, + /// The maximum angle (radians) between the floor’s normal and the `up` vector that the + /// character is able to climb. + pub max_slope_climb_angle: Real, + /// The minimum angle (radians) between the floor’s normal and the `up` vector before the + /// character starts to slide down automatically. + pub min_slope_slide_angle: Real, + /// Should the character be automatically snapped to the ground if the distance between + /// the ground and its feed are smaller than the specified threshold? + pub snap_to_ground: Option<CharacterLength>, +} + +impl Default for KinematicCharacterController { + fn default() -> Self { + Self { + up: Vector::y_axis(), + offset: CharacterLength::Relative(0.01), + slide: true, + autostep: Some(CharacterAutostep::default()), + max_slope_climb_angle: Real::frac_pi_4(), + min_slope_slide_angle: Real::frac_pi_4(), + snap_to_ground: Some(CharacterLength::Relative(0.2)), + } + } +} + +/// The effective movement computed by the character controller. +pub struct EffectiveCharacterMovement { + /// The movement to apply. + pub translation: Vector<Real>, + /// Is the character touching the ground after applying `EffictiveKineamticMovement::translation`? + pub grounded: bool, +} + +impl KinematicCharacterController { + fn check_and_fix_penetrations(&self) { + /* + // 1/ Check if the body is grounded and if there are penetrations. + let mut grounded = false; + let mut penetrating = false; + + let mut contacts = vec![]; + + let aabb = shape + .compute_aabb(shape_pos) + .loosened(self.offset); + queries.colliders_with_aabb_intersecting_aabb(&aabb, |handle| { + // TODO: apply the filter. + if let Some(collider) = colliders.get(*handle) { + if let Ok(Some(contact)) = parry::query::contact( + &shape_pos, + shape, + collider.position(), + collider.shape(), + self.offset, + ) { + contacts.push((contact, collider)); + } + } + + true + }); + */ + } + + /// Computes the possible movement for a shape. + pub fn move_shape( + &self, + dt: Real, + bodies: &RigidBodySet, + colliders: &ColliderSet, + queries: &QueryPipeline, + character_shape: &dyn Shape, + character_pos: &Isometry<Real>, + desired_translation: Vector<Real>, + filter: QueryFilter, + mut events: impl FnMut(CharacterCollision), + ) -> EffectiveCharacterMovement { + let mut result = EffectiveCharacterMovement { + translation: Vector::zeros(), + grounded: false, + }; + + let extents = character_shape.compute_local_aabb().extents(); + let up_extent = extents.dot(&self.up); + let side_extent = (extents - *self.up * up_extent).norm(); + let dims = Vector2::new(side_extent, up_extent); + + // 1. Check and fix penetrations. + self.check_and_fix_penetrations(); + + let mut translation_remaining = desired_translation; + + // Check if we are grounded at the initial position. + let grounded_at_starting_pos = self.detect_grounded_status_and_apply_friction( + dt, + bodies, + colliders, + queries, + character_shape, + &character_pos, + &dims, + filter, + None, + None, + ); + + // println!("Init grounded status: {grounded_at_starting_pos}"); + + let mut max_iters = 20; + let mut kinematic_friction_translation = Vector::zeros(); + let offset = self.offset.eval(dims.y); + + while let Some((translation_dir, translation_dist)) = + UnitVector::try_new_and_get(translation_remaining, 1.0e-5) + { + if max_iters == 0 { + break; + } else { + max_iters -= 1; + } + + // 2. Cast towards the movement direction. + if let Some((handle, toi)) = queries.cast_shape( + bodies, + colliders, + &(Translation::from(result.translation) * character_pos), + &translation_dir, + character_shape, + translation_dist + offset, + false, + filter, + ) { + // We hit something, compute the allowed self. + let allowed_dist = + (toi.toi - (-toi.normal1.dot(&translation_dir)) * offset).max(0.0); + let allowed_translation = *translation_dir * allowed_dist; + result.translation += allowed_translation; + translation_remaining -= allowed_translation; + + events(CharacterCollision { + handle, + character_pos: Translation::from(result.translation) * character_pos, + translation_applied: result.translation, + translation_remaining, + toi, + }); + + if let (Some(translation_on_slope), _) = + self.handle_slopes(&toi, &mut translation_remaining) + { + translation_remaining = translation_on_slope; + } else { + // If the slope is too big, try to step on the stair. + self.handle_stairs( + bodies, + colliders, + queries, + character_shape, + &(Translation::from(result.translation) * character_pos), + &dims, + filter, + handle, + &mut translation_remaining, + &mut result, + ); + } + } else { + // No interference along the path. + result.translation += translation_remaining; + translation_remaining.fill(0.0); + break; + } + + result.grounded = self.detect_grounded_status_and_apply_friction( + dt, + bodies, + colliders, + queries, + character_shape, + &(Translation::from(result.translation) * character_pos), + &dims, + filter, + Some(&mut kinematic_friction_translation), + Some(&mut translation_remaining), + ); + + if !self.slide { + break; + } + } + + // If needed, and if we are not already grounded, snap to the ground. + if grounded_at_starting_pos { + self.snap_to_ground( + bodies, + colliders, + queries, + character_shape, + &(Translation::from(result.translation) * character_pos), + &dims, + filter, + &mut result, + ); + } + + // Return the result. + result + } + + fn snap_to_ground( + &self, + bodies: &RigidBodySet, + colliders: &ColliderSet, + queries: &QueryPipeline, + character_shape: &dyn Shape, + character_pos: &Isometry<Real>, + dims: &Vector2<Real>, + filter: QueryFilter, + result: &mut EffectiveCharacterMovement, + ) -> Option<(ColliderHandle, TOI)> { + if let Some(snap_distance) = self.snap_to_ground { + let snap_distance = snap_distance.eval(dims.y); + if result.translation.dot(&self.up) < 1.0e-5 { + let offset = self.offset.eval(dims.y); + if let Some((hit_handle, hit)) = queries.cast_shape( + bodies, + colliders, + character_pos, + &-self.up, + character_shape, + snap_distance + offset, + false, + filter, + ) { + // Apply the snap. + result.translation -= *self.up * (hit.toi - offset).max(0.0); + result.grounded = true; + return Some((hit_handle, hit)); + } + } + } + + None + } + + fn detect_grounded_status_and_apply_friction( + &self, + dt: Real, + bodies: &RigidBodySet, + colliders: &ColliderSet, + queries: &QueryPipeline, + character_shape: &dyn Shape, + character_pos: &Isometry<Real>, + dims: &Vector2<Real>, + filter: QueryFilter, + mut kinematic_friction_translation: Option<&mut Vector<Real>>, + mut translation_remaining: Option<&mut Vector<Real>>, + ) -> bool { + let prediction = self.offset.eval(dims.y) * 1.1; + + // TODO: allow custom dispatchers. + let dispatcher = DefaultQueryDispatcher; + + let mut manifolds: Vec<ContactManifold> = vec![]; + let character_aabb = character_shape + .compute_aabb(character_pos) + .loosened(prediction); + + let mut grounded = false; + + queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| { + if let Some(collider) = colliders.get(*handle) { + if filter.test(bodies, *handle, collider) { + manifolds.clear(); + let pos12 = character_pos.inv_mul(collider.position()); + let _ = dispatcher.contact_manifolds( + &pos12, + character_shape, + collider.shape(), + prediction, + &mut manifolds, + &mut None, + ); + + if let (Some(kinematic_friction_translation), Some(translation_remaining)) = ( + kinematic_friction_translation.as_deref_mut(), + translation_remaining.as_deref_mut(), + ) { + let init_kinematic_friction_translation = *kinematic_friction_translation; + let kinematic_parent = collider + .parent + .and_then(|p| bodies.get(p.handle)) + .filter(|rb| rb.is_kinematic()); + + for m in &manifolds { + let normal1 = character_pos * m.local_n1; + let normal2 = -normal1; + + if normal1.dot(&self.up) <= -1.0e-5 { + grounded = true; + } + + if let Some(kinematic_parent) = kinematic_parent { + let mut num_active_contacts = 0; + let mut manifold_center = Point::origin(); + + for contact in &m.points { + if contact.dist <= prediction { + num_active_contacts += 1; + let contact_point = collider.position() * contact.local_p2; + let target_vel = + kinematic_parent.velocity_at_point(&contact_point); + + let normal_target_mvt = target_vel.dot(&normal2) * dt; + let normal_current_mvt = + translation_remaining.dot(&normal2); + + manifold_center += contact_point.coords; + *translation_remaining += normal2 + * (normal_target_mvt - normal_current_mvt).max(0.0); + } + } + + if num_active_contacts > 0 { + let target_vel = kinematic_parent.velocity_at_point( + &(manifold_center / num_active_contacts as Real), + ); + let tangent_platform_mvt = + (target_vel - normal2 * target_vel.dot(&normal2)) * dt; + kinematic_friction_translation.zip_apply( + |
