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
This commit is contained in:
Sébastien Crozet
2026-01-09 17:26:36 +01:00
committed by GitHub
parent 48de83817e
commit 0b7c3b34ec
265 changed files with 8501 additions and 8575 deletions

View File

@@ -1,9 +1,11 @@
use kiss3d::color::Color;
use rapier_testbed3d::{
KeyCode, PhysicsState, TestbedGraphics,
ui::egui::{Align2, ComboBox, Slider, Ui, Window},
egui::{Align2, ComboBox, Slider, Ui, Window},
};
use rapier3d::{
control::{CharacterLength, KinematicCharacterController, PidController},
math::Vector,
prelude::*,
};
@@ -50,36 +52,38 @@ fn character_movement_from_inputs(
gfx: &TestbedGraphics,
mut speed: Real,
artificial_gravity: bool,
) -> Vector<Real> {
let mut desired_movement = Vector::zeros();
) -> Vector {
let mut desired_movement = Vector::ZERO;
let rot = gfx.camera_rotation();
let mut rot_x = rot * Vector::x();
let mut rot_z = rot * Vector::z();
rot_x.y = 0.0;
rot_z.y = 0.0;
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::ArrowRight => {
KeyCode::Right => {
desired_movement += rot_x;
}
KeyCode::ArrowLeft => {
KeyCode::Left => {
desired_movement -= rot_x;
}
KeyCode::ArrowUp => {
KeyCode::Up => {
desired_movement -= rot_z;
}
KeyCode::ArrowDown => {
KeyCode::Down => {
desired_movement += rot_z;
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
desired_movement += Vector::Y * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
KeyCode::RControl => {
desired_movement -= Vector::Y;
}
KeyCode::ShiftLeft => {
KeyCode::LShift => {
speed /= 10.0;
}
_ => {}
@@ -89,7 +93,7 @@ fn character_movement_from_inputs(
desired_movement *= speed;
if artificial_gravity {
desired_movement -= Vector::y() * speed;
desired_movement -= Vector::Y * speed;
}
desired_movement
@@ -107,11 +111,11 @@ fn update_pid_controller(
// Adjust the controlled axis depending on the keys pressed by the user.
// - If the user is jumping, enable control over Y.
// - If the user isnt pressing any key, disable all linear controls to let
// - 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.norm() != 0.0 {
if desired_movement.length() != 0.0 {
axes |= if desired_movement.y == 0.0 {
AxesMask::LIN_X | AxesMask::LIN_Z
} else {
@@ -121,10 +125,12 @@ fn update_pid_controller(
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,
(character_body.translation() + desired_movement).into(),
target_pose,
RigidBodyVelocity::zero(),
);
let new_vel = *character_body.vels() + corrective_vel;
@@ -160,14 +166,14 @@ fn update_kinematic_controller(
&query_pipeline.as_ref(),
&*character_shape,
&character_pose,
desired_movement.cast::<Real>(),
desired_movement,
|c| collisions.push(c),
);
if mvt.grounded {
gfx.set_body_color(character_handle, [0.1, 0.8, 0.1]);
gfx.set_body_color(character_handle, Color::new(0.1, 0.8, 0.1, 1.0), true);
} else {
gfx.set_body_color(character_handle, [0.8, 0.1, 0.1]);
gfx.set_body_color(character_handle, Color::new(0.8, 0.1, 0.1, 1.0), true);
}
controller.solve_character_collision_impulses(
@@ -180,7 +186,7 @@ fn update_kinematic_controller(
let character_body = &mut phx.bodies[character_handle];
let pose = character_body.position();
character_body.set_next_kinematic_translation(pose.translation.vector + mvt.translation);
character_body.set_next_kinematic_translation(pose.translation + mvt.translation);
}
fn character_control_ui(
@@ -191,7 +197,7 @@ fn character_control_ui(
) {
Window::new("Character Control")
.anchor(Align2::RIGHT_TOP, [-15.0, 15.0])
.show(gfx.ui_context_mut().ctx_mut(), |ui| {
.show(gfx.egui_context(), |ui| {
ComboBox::from_label("control mode")
.selected_text(format!("{:?}", *control_mode))
.show_ui(ui, |ui| {
@@ -230,12 +236,12 @@ fn pid_control_ui(ui: &mut Ui, pid_controller: &mut PidController, speed: &mut R
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.fill(lin_kp);
pid_controller.lin_ki.fill(lin_ki);
pid_controller.pd.lin_kd.fill(lin_kd);
pid_controller.pd.ang_kp.fill(ang_kp);
pid_controller.ang_ki.fill(ang_ki);
pid_controller.pd.ang_kd.fill(ang_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(
@@ -250,12 +256,12 @@ fn kinematic_control_ui(
#[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 floors normal and the `up` vector that the character is able to climb.");
.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 floors normal and the `up` vector before the character starts to slide down automatically.");
.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 {
if ui.checkbox(&mut is_snapped, "snap_to_ground").changed() {
match is_snapped {
true => {
character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));