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Diffstat (limited to 'examples2d/character_controller2.rs')
| -rw-r--r-- | examples2d/character_controller2.rs | 150 |
1 files changed, 150 insertions, 0 deletions
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); +} |
