feat: add PD and PID controller implementations (#804)

* feat: add a PID controller implementation

* feat: add small rigid-body utilities + test interpolation test

* fix: make scrolling weaker on macos

* feat: add the option to use the PID controller in the character controller demo.

* feat: add a stateless PD controller

* feat(rapier_testbed): cleanup & support PidController in 2D too

* chore: add comments for the PD and PID controllers

* chore: update changelog

* feat: rename PidErrors to PdErrors which is more accurate

* fix cargo doc

* chore: remove dead code

* chore: make test module non-pub
This commit is contained in:
Sébastien Crozet
2025-03-05 14:06:49 +01:00
committed by GitHub
parent 955795dfbb
commit 108a2a18d6
19 changed files with 1275 additions and 242 deletions

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@@ -1,27 +1,41 @@
## Unreleased
### Added
- Add `PdController` and `PidController` for making it easier to control dynamic rigid-bodies at the velocity level.
This can for example be used as a building block for a dynamic character controller.
- Add `RigidBodyPosition::pose_errors` which computes the translational and rotational delta between
`RigidBodyPosition::position` and `::next_position`.
- Implement `Sub` for `RigidBodyVelocity`.
- Add `RigidBody::local_center_of_mass()` to get its center-of-mass in the rigid-bodys local-space.
## v0.23.0 (08 Jan 2025)
### Fix
- The broad-phase region key has been replaced by an i64 in the f64 version of rapier, increasing the range before panics occur.
- The broad-phase region key has been replaced by an i64 in the f64 version of rapier, increasing the range before
panics occur.
- Fix `BroadphaseMultiSap` not being able to serialize correctly with serde_json.
- Fix `KinematicCharacterController::move_shape` not respecting parameters `max_slope_climb_angle` and `min_slope_slide_angle`.
- Fix `KinematicCharacterController::move_shape` not respecting parameters `max_slope_climb_angle` and
`min_slope_slide_angle`.
- Improve ground detection reliability for `KinematicCharacterController`. (#715)
- Fix wasm32 default values for physics hooks filter to be consistent with native: `COMPUTE_IMPULSES`.
- Fix changing a collider parent when ongoing collisions should be affected (#742):
- Fix collisions not being removed when a collider is parented to a rigidbody while in collision with it.
- Fix collisions not being added when the parent was removed while intersecting a (previously) sibling collider.
- Fix collisions not being removed when a collider is parented to a rigidbody while in collision with it.
- Fix collisions not being added when the parent was removed while intersecting a (previously) sibling collider.
### Added
- `RigidBodySet` and `ColliderSet` have a new constructor `with_capacity`.
- Use `profiling` crate to provide helpful profiling information in different tools.
- The testbeds have been updated to use `puffin_egui`
- The testbeds have been updated to use `puffin_egui`
### Modified
- `InteractionGroups` default value for `memberships` is now `GROUP_1` (#706)
- `ImpulseJointSet::get_mut` has a new parameter `wake_up: bool`, to wake up connected bodies.
- Removed unmaintained `instant` in favor of `web-time`. This effectively removes the `wasm-bindgen` transitive dependency as it's no longer needed.
- Removed unmaintained `instant` in favor of `web-time`. This effectively removes the `wasm-bindgen` transitive
dependency as it's no longer needed.
- Significantly improve performances of `QueryPipeline::intersection_with_shape`.
## v0.22.0 (20 July 2024)
@@ -748,7 +762,8 @@ Several new shape types are now supported:
It is possible to build `ColliderDesc` using these new shapes:
- `ColliderBuilder::round_cuboid`, `ColliderBuilder::segment`, `ColliderBuilder::triangle`, `ColliderBuilder::round_triangle`,
- `ColliderBuilder::round_cuboid`, `ColliderBuilder::segment`, `ColliderBuilder::triangle`,
`ColliderBuilder::round_triangle`,
`ColliderBuilder::convex_hull`, `ColliderBuilder::round_convex_hull`, `ColliderBuilder::polyline`,
`ColliderBuilder::convex_decomposition`, `ColliderBuilder::round_convex_decomposition`,
`ColliderBuilder::convex_polyline` (2D only), `ColliderBuilder::round_convex_polyline` (2D only),

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@@ -43,6 +43,8 @@ mod s2d_pyramid;
mod sensor2;
mod trimesh2;
mod utils;
#[cfg_attr(target_arch = "wasm32", wasm_bindgen(start))]
pub fn main() {
let mut builders: Vec<(_, fn(&mut Testbed))> = vec![

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@@ -1,3 +1,6 @@
use crate::utils::character;
use crate::utils::character::CharacterControlMode;
use rapier2d::control::{KinematicCharacterController, PidController};
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
use std::f32::consts::PI;
@@ -25,7 +28,12 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Character we will control manually.
*/
let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0]);
let rigid_body = RigidBodyBuilder::kinematic_position_based()
.translation(vector![-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);
@@ -110,7 +118,7 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Create a moving platform.
*/
let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5]);
let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 0.0]);
// .rotation(-0.3);
let platform_handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(2.0, ground_height);
@@ -160,10 +168,34 @@ pub fn init_world(testbed: &mut Testbed) {
}
});
/*
* Callback to update the character based on user inputs.
*/
let mut control_mode = CharacterControlMode::Kinematic;
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.set_character_body(character_handle);
testbed.look_at(point![0.0, 1.0], 100.0);
}

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@@ -1,3 +1,6 @@
use crate::utils::character;
use crate::utils::character::CharacterControlMode;
use rapier2d::control::{KinematicCharacterController, PidController};
use rapier2d::prelude::*;
use rapier_testbed2d::Testbed;
@@ -54,10 +57,29 @@ pub fn init_world(testbed: &mut Testbed) {
let joint = RopeJointBuilder::new(2.0).local_anchor2(point![0.0, 0.0]);
impulse_joints.insert(character_handle, child_handle, joint, true);
/*
* Callback to update the character based on user inputs.
*/
let mut control_mode = CharacterControlMode::Kinematic;
let mut controller = KinematicCharacterController::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.set_character_body(character_handle);
testbed.look_at(point![0.0, 1.0], 100.0);
}

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@@ -0,0 +1,250 @@
use rapier2d::{
control::{CharacterLength, KinematicCharacterController, PidController},
prelude::*,
};
use rapier_testbed2d::ui::egui::Align2;
use rapier_testbed2d::{
ui::egui::{ComboBox, Slider, Ui, Window},
KeyCode, PhysicsState, TestbedGraphics,
};
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub enum CharacterControlMode {
Kinematic,
Pid,
}
pub fn update_character(
graphics: &mut TestbedGraphics,
physics: &mut PhysicsState,
control_mode: &mut CharacterControlMode,
controller: &mut KinematicCharacterController,
pid: &mut PidController,
character_handle: RigidBodyHandle,
) {
let prev_control_mode = *control_mode;
character_control_ui(graphics, controller, pid, control_mode);
if *control_mode != prev_control_mode {
match control_mode {
CharacterControlMode::Kinematic => physics.bodies[character_handle]
.set_body_type(RigidBodyType::KinematicPositionBased, false),
CharacterControlMode::Pid => {
physics.bodies[character_handle].set_body_type(RigidBodyType::Dynamic, true)
}
}
}
match *control_mode {
CharacterControlMode::Kinematic => {
update_kinematic_controller(graphics, physics, character_handle, controller)
}
CharacterControlMode::Pid => {
update_pid_controller(graphics, physics, character_handle, pid)
}
}
}
fn character_movement_from_inputs(
gfx: &TestbedGraphics,
mut speed: Real,
artificial_gravity: bool,
) -> Vector<Real> {
let mut desired_movement = Vector::zeros();
for key in gfx.keys().get_pressed() {
match *key {
KeyCode::ArrowRight => {
desired_movement += Vector::x();
}
KeyCode::ArrowLeft => {
desired_movement -= Vector::x();
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
}
KeyCode::ShiftRight => {
speed /= 10.0;
}
_ => {}
}
}
desired_movement *= speed;
if artificial_gravity {
desired_movement -= Vector::y() * speed;
}
desired_movement
}
fn update_pid_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
pid: &mut PidController,
) {
let desired_movement = character_movement_from_inputs(gfx, 0.1, false);
let character_body = &mut phx.bodies[character_handle];
// 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
// gravity/collision do their thing freely.
let mut axes = AxisMask::ANG_Z;
if desired_movement.norm() != 0.0 {
axes |= if desired_movement.y == 0.0 {
AxisMask::LIN_X
} else {
AxisMask::LIN_X | AxisMask::LIN_Y
}
};
pid.set_axes(axes);
let corrective_vel = pid.rigid_body_correction(
phx.integration_parameters.dt,
character_body,
(character_body.translation() + desired_movement).into(),
RigidBodyVelocity::zero(),
);
let new_vel = *character_body.vels() + corrective_vel;
character_body.set_vels(new_vel, true);
}
fn update_kinematic_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
controller: &KinematicCharacterController,
) {
let speed = 0.1;
let desired_movement = character_movement_from_inputs(gfx, speed, true);
let character_body = &phx.bodies[character_handle];
let character_collider = &phx.colliders[character_body.colliders()[0]];
let character_mass = character_body.mass();
let mut collisions = vec![];
let mvt = controller.move_shape(
phx.integration_parameters.dt,
&phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_collider.position(),
desired_movement.cast::<Real>(),
QueryFilter::new().exclude_rigid_body(character_handle),
|c| collisions.push(c),
);
if mvt.grounded {
gfx.set_body_color(character_handle, [0.1, 0.8, 0.1]);
} else {
gfx.set_body_color(character_handle, [0.8, 0.1, 0.1]);
}
controller.solve_character_collision_impulses(
phx.integration_parameters.dt,
&mut phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_mass,
&*collisions,
QueryFilter::new().exclude_rigid_body(character_handle),
);
let character_body = &mut phx.bodies[character_handle];
let pose = character_body.position();
character_body.set_next_kinematic_translation(pose.translation.vector + mvt.translation);
}
fn character_control_ui(
gfx: &mut TestbedGraphics,
character_controller: &mut KinematicCharacterController,
pid_controller: &mut PidController,
control_mode: &mut CharacterControlMode,
) {
Window::new("Character Control")
.anchor(Align2::RIGHT_TOP, [-15.0, 15.0])
.show(gfx.ui_context_mut().ctx_mut(), |ui| {
ComboBox::from_label("control mode")
.selected_text(format!("{:?}", *control_mode))
.show_ui(ui, |ui| {
ui.selectable_value(control_mode, CharacterControlMode::Kinematic, "Kinematic");
ui.selectable_value(control_mode, CharacterControlMode::Pid, "Pid");
});
match control_mode {
CharacterControlMode::Kinematic => {
kinematic_control_ui(ui, character_controller);
}
CharacterControlMode::Pid => {
pid_control_ui(ui, pid_controller);
}
}
});
}
fn pid_control_ui(ui: &mut Ui, pid_controller: &mut PidController) {
let mut lin_kp = pid_controller.pd.lin_kp.x;
let mut lin_ki = pid_controller.lin_ki.x;
let mut lin_kd = pid_controller.pd.lin_kd.x;
let mut ang_kp = pid_controller.pd.ang_kp;
let mut ang_ki = pid_controller.ang_ki;
let mut ang_kd = pid_controller.pd.ang_kd;
ui.add(Slider::new(&mut lin_kp, 0.0..=100.0).text("linear Kp"));
ui.add(Slider::new(&mut lin_ki, 0.0..=10.0).text("linear Ki"));
ui.add(Slider::new(&mut lin_kd, 0.0..=1.0).text("linear Kd"));
ui.add(Slider::new(&mut ang_kp, 0.0..=100.0).text("angular Kp"));
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 = ang_kp;
pid_controller.ang_ki = ang_ki;
pid_controller.pd.ang_kd = ang_kd;
}
fn kinematic_control_ui(ui: &mut Ui, character_controller: &mut KinematicCharacterController) {
ui.checkbox(&mut character_controller.slide, "slide")
.on_hover_text("Should the character try to slide against the floor if it hits it?");
#[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.");
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.");
}
let mut is_snapped = character_controller.snap_to_ground.is_some();
if ui.checkbox(&mut is_snapped, "snap_to_ground").changed {
match is_snapped {
true => {
character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));
}
false => {
character_controller.snap_to_ground = None;
}
}
}
if let Some(snapped) = &mut character_controller.snap_to_ground {
match snapped {
CharacterLength::Relative(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Relative Character Length"));
}
CharacterLength::Absolute(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Absolute Character Length"));
}
}
}
}

1
examples2d/utils/mod.rs Normal file
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@@ -0,0 +1 @@
pub mod character;

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@@ -6,6 +6,8 @@ use wasm_bindgen::prelude::*;
use rapier_testbed3d::{Testbed, TestbedApp};
use std::cmp::Ordering;
mod utils;
mod ccd3;
mod collision_groups3;
mod compound3;

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@@ -1,4 +1,8 @@
use rapier3d::{control::KinematicCharacterController, prelude::*};
use crate::utils::character::{self, CharacterControlMode};
use rapier3d::{
control::{KinematicCharacterController, PidController},
prelude::*,
};
use rapier_testbed3d::Testbed;
pub fn init_world(testbed: &mut Testbed) {
@@ -40,8 +44,12 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Character we will control manually.
*/
let rigid_body =
RigidBodyBuilder::kinematic_position_based().translation(vector![0.0, 0.5, 0.0] * scale);
let rigid_body = RigidBodyBuilder::kinematic_position_based()
.translation(vector![0.0, 0.5, 0.0] * scale)
// 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 * scale, 0.15 * scale); // 0.15, 0.3, 0.15);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
@@ -124,7 +132,7 @@ pub fn init_world(testbed: &mut Testbed) {
* Create a moving platform.
*/
let body =
RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0] * scale);
RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 0.0, 0.0] * scale);
// .rotation(-0.3);
let platform_handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(2.0 * scale, ground_height * scale, 2.0 * scale);
@@ -177,15 +185,33 @@ pub fn init_world(testbed: &mut Testbed) {
});
/*
* Set up the testbed.
* Callback to update the character based on user inputs.
*/
testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
testbed.set_character_body(character_handle);
testbed.set_character_controller(Some(KinematicCharacterController {
let mut control_mode = CharacterControlMode::Kinematic;
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(point!(10.0, 10.0, 10.0), Point::origin());
}

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@@ -1,3 +1,5 @@
use crate::utils::character::{self, CharacterControlMode};
use rapier3d::control::{KinematicCharacterController, PidController};
use rapier3d::prelude::*;
use rapier_testbed3d::Testbed;
@@ -83,10 +85,29 @@ pub fn init_world(testbed: &mut Testbed) {
let joint = RopeJointBuilder::new(2.0);
impulse_joints.insert(character_handle, child_handle, joint, true);
/*
* Callback to update the character based on user inputs.
*/
let mut control_mode = CharacterControlMode::Kinematic;
let mut controller = KinematicCharacterController::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.set_character_body(character_handle);
testbed.look_at(point![10.0, 10.0, 10.0], point![0.0, 0.0, 0.0]);
}

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@@ -0,0 +1,261 @@
use rapier3d::{
control::{CharacterLength, KinematicCharacterController, PidController},
prelude::*,
};
use rapier_testbed3d::{
ui::egui::{Align2, ComboBox, Slider, Ui, Window},
KeyCode, PhysicsState, TestbedGraphics,
};
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub enum CharacterControlMode {
Kinematic,
Pid,
}
pub fn update_character(
graphics: &mut TestbedGraphics,
physics: &mut PhysicsState,
control_mode: &mut CharacterControlMode,
controller: &mut KinematicCharacterController,
pid: &mut PidController,
character_handle: RigidBodyHandle,
) {
let prev_control_mode = *control_mode;
character_control_ui(graphics, controller, pid, control_mode);
if *control_mode != prev_control_mode {
match control_mode {
CharacterControlMode::Kinematic => physics.bodies[character_handle]
.set_body_type(RigidBodyType::KinematicPositionBased, false),
CharacterControlMode::Pid => {
physics.bodies[character_handle].set_body_type(RigidBodyType::Dynamic, true)
}
}
}
match *control_mode {
CharacterControlMode::Kinematic => {
update_kinematic_controller(graphics, physics, character_handle, controller)
}
CharacterControlMode::Pid => {
update_pid_controller(graphics, physics, character_handle, pid)
}
}
}
fn character_movement_from_inputs(
gfx: &TestbedGraphics,
mut speed: Real,
artificial_gravity: bool,
) -> Vector<Real> {
let mut desired_movement = Vector::zeros();
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;
for key in gfx.keys().get_pressed() {
match *key {
KeyCode::ArrowRight => {
desired_movement += rot_x;
}
KeyCode::ArrowLeft => {
desired_movement -= rot_x;
}
KeyCode::ArrowUp => {
desired_movement -= rot_z;
}
KeyCode::ArrowDown => {
desired_movement += rot_z;
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
}
KeyCode::ShiftLeft => {
speed /= 10.0;
}
_ => {}
}
}
desired_movement *= speed;
if artificial_gravity {
desired_movement -= Vector::y() * speed;
}
desired_movement
}
fn update_pid_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
pid: &mut PidController,
) {
let desired_movement = character_movement_from_inputs(gfx, 0.1, false);
let character_body = &mut phx.bodies[character_handle];
// 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
// gravity/collision do their thing freely.
let mut axes = AxisMask::ANG_X | AxisMask::ANG_Y | AxisMask::ANG_Z;
if desired_movement.norm() != 0.0 {
axes |= if desired_movement.y == 0.0 {
AxisMask::LIN_X | AxisMask::LIN_Z
} else {
AxisMask::LIN_X | AxisMask::LIN_Z | AxisMask::LIN_Y
}
};
pid.set_axes(axes);
let corrective_vel = pid.rigid_body_correction(
phx.integration_parameters.dt,
character_body,
(character_body.translation() + desired_movement).into(),
RigidBodyVelocity::zero(),
);
let new_vel = *character_body.vels() + corrective_vel;
character_body.set_vels(new_vel, true);
}
fn update_kinematic_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
controller: &KinematicCharacterController,
) {
let speed = 0.1;
let desired_movement = character_movement_from_inputs(gfx, speed, true);
let character_body = &phx.bodies[character_handle];
let character_collider = &phx.colliders[character_body.colliders()[0]];
let character_mass = character_body.mass();
let mut collisions = vec![];
let mvt = controller.move_shape(
phx.integration_parameters.dt,
&phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_collider.position(),
desired_movement.cast::<Real>(),
QueryFilter::new().exclude_rigid_body(character_handle),
|c| collisions.push(c),
);
if mvt.grounded {
gfx.set_body_color(character_handle, [0.1, 0.8, 0.1]);
} else {
gfx.set_body_color(character_handle, [0.8, 0.1, 0.1]);
}
controller.solve_character_collision_impulses(
phx.integration_parameters.dt,
&mut phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_mass,
&*collisions,
QueryFilter::new().exclude_rigid_body(character_handle),
);
let character_body = &mut phx.bodies[character_handle];
let pose = character_body.position();
character_body.set_next_kinematic_translation(pose.translation.vector + mvt.translation);
}
fn character_control_ui(
gfx: &mut TestbedGraphics,
character_controller: &mut KinematicCharacterController,
pid_controller: &mut PidController,
control_mode: &mut CharacterControlMode,
) {
Window::new("Character Control")
.anchor(Align2::RIGHT_TOP, [-15.0, 15.0])
.show(gfx.ui_context_mut().ctx_mut(), |ui| {
ComboBox::from_label("control mode")
.selected_text(format!("{:?}", *control_mode))
.show_ui(ui, |ui| {
ui.selectable_value(control_mode, CharacterControlMode::Kinematic, "Kinematic");
ui.selectable_value(control_mode, CharacterControlMode::Pid, "Pid");
});
match control_mode {
CharacterControlMode::Kinematic => {
kinematic_control_ui(ui, character_controller);
}
CharacterControlMode::Pid => {
pid_control_ui(ui, pid_controller);
}
}
});
}
fn pid_control_ui(ui: &mut Ui, pid_controller: &mut PidController) {
let mut lin_kp = pid_controller.pd.lin_kp.x;
let mut lin_ki = pid_controller.lin_ki.x;
let mut lin_kd = pid_controller.pd.lin_kd.x;
let mut ang_kp = pid_controller.pd.ang_kp.x;
let mut ang_ki = pid_controller.ang_ki.x;
let mut ang_kd = pid_controller.pd.ang_kd.x;
ui.add(Slider::new(&mut lin_kp, 0.0..=100.0).text("linear Kp"));
ui.add(Slider::new(&mut lin_ki, 0.0..=10.0).text("linear Ki"));
ui.add(Slider::new(&mut lin_kd, 0.0..=1.0).text("linear Kd"));
ui.add(Slider::new(&mut ang_kp, 0.0..=100.0).text("angular Kp"));
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);
}
fn kinematic_control_ui(ui: &mut Ui, character_controller: &mut KinematicCharacterController) {
ui.checkbox(&mut character_controller.slide, "slide")
.on_hover_text("Should the character try to slide against the floor if it hits it?");
#[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.");
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.");
}
let mut is_snapped = character_controller.snap_to_ground.is_some();
if ui.checkbox(&mut is_snapped, "snap_to_ground").changed {
match is_snapped {
true => {
character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));
}
false => {
character_controller.snap_to_ground = None;
}
}
}
if let Some(snapped) = &mut character_controller.snap_to_ground {
match snapped {
CharacterLength::Relative(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Relative Character Length"));
}
CharacterLength::Absolute(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Absolute Character Length"));
}
}
}
}

1
examples3d/utils/mod.rs Normal file
View File

@@ -0,0 +1 @@
pub mod character;

View File

@@ -4,11 +4,13 @@ pub use self::character_controller::{
CharacterAutostep, CharacterCollision, CharacterLength, EffectiveCharacterMovement,
KinematicCharacterController,
};
pub use self::pid_controller::{PdController, PdErrors, PidController};
#[cfg(feature = "dim3")]
pub use self::ray_cast_vehicle_controller::{DynamicRayCastVehicleController, Wheel, WheelTuning};
mod character_controller;
mod pid_controller;
#[cfg(feature = "dim3")]
mod ray_cast_vehicle_controller;

View File

@@ -0,0 +1,411 @@
use crate::dynamics::{AxisMask, RigidBody, RigidBodyPosition, RigidBodyVelocity};
use crate::math::{Isometry, Point, Real, Rotation, Vector};
use parry::math::AngVector;
/// A Proportional-Derivative (PD) controller.
///
/// This is useful for controlling a rigid-body at the velocity level so it matches a target
/// pose.
///
/// This is a [PID controller](https://en.wikipedia.org/wiki/Proportional%E2%80%93integral%E2%80%93derivative_controller)
/// without the Integral part to keep the API immutable, while having a behaviour generally
/// sufficient for games.
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct PdController {
/// The Proportional gain applied to the instantaneous linear position errors.
///
/// This is usually set to a multiple of the inverse of simulation step time
/// (e.g. `60` if the delta-time is `1.0 / 60.0`).
pub lin_kp: Vector<Real>,
/// The Derivative gain applied to the instantaneous linear velocity errors.
///
/// This is usually set to a value in `[0.0, 1.0]` where `0.0` implies no damping
/// (no correction of velocity errors) and `1.0` implies complete damping (velocity errors
/// are corrected in a single simulation step).
pub lin_kd: Vector<Real>,
/// The Proportional gain applied to the instantaneous angular position errors.
///
/// This is usually set to a multiple of the inverse of simulation step time
/// (e.g. `60` if the delta-time is `1.0 / 60.0`).
pub ang_kp: AngVector<Real>,
/// The Derivative gain applied to the instantaneous angular velocity errors.
///
/// This is usually set to a value in `[0.0, 1.0]` where `0.0` implies no damping
/// (no correction of velocity errors) and `1.0` implies complete damping (velocity errors
/// are corrected in a single simulation step).
pub ang_kd: AngVector<Real>,
/// The axes affected by this controller.
///
/// Only coordinate axes with a bit flags set to `true` will be taken into
/// account when calculating the errors and corrections.
pub axes: AxisMask,
}
impl Default for PdController {
fn default() -> Self {
Self::new(60.0, 0.8, AxisMask::all())
}
}
/// A Proportional-Integral-Derivative (PID) controller.
///
/// For video games, the Proportional-Derivative [`PdController`] is generally sufficient and
/// offers an immutable API.
#[derive(Debug, Copy, Clone, PartialEq)]
pub struct PidController {
/// The Proportional-Derivative (PD) part of this PID controller.
pub pd: PdController,
/// The translational error accumulated through time for the Integral part of the PID controller.
pub lin_integral: Vector<Real>,
/// The angular error accumulated through time for the Integral part of the PID controller.
pub ang_integral: AngVector<Real>,
/// The linear gain applied to the Integral part of the PID controller.
pub lin_ki: Vector<Real>,
/// The angular gain applied to the Integral part of the PID controller.
pub ang_ki: AngVector<Real>,
}
impl Default for PidController {
fn default() -> Self {
Self::new(60.0, 1.0, 0.8, AxisMask::all())
}
}
/// Position or velocity errors measured for PID control.
pub struct PdErrors {
/// The linear (translational) part of the error.
pub linear: Vector<Real>,
/// The angular (rotational) part of the error.
pub angular: AngVector<Real>,
}
impl From<RigidBodyVelocity> for PdErrors {
fn from(vels: RigidBodyVelocity) -> Self {
Self {
linear: vels.linvel,
angular: vels.angvel,
}
}
}
impl PdController {
/// Initialized the PD controller with uniform gain.
///
/// The same gain are applied on all axes. To configure per-axes gains, construct
/// the [`PdController`] by setting its fields explicitly instead.
///
/// Only the axes specified in `axes` will be enabled (but the gain values are set
/// on all axes regardless).
pub fn new(kp: Real, kd: Real, axes: AxisMask) -> PdController {
#[cfg(feature = "dim2")]
return Self {
lin_kp: Vector::repeat(kp),
lin_kd: Vector::repeat(kd),
ang_kp: kp,
ang_kd: kd,
axes,
};
#[cfg(feature = "dim3")]
return Self {
lin_kp: Vector::repeat(kp),
lin_kd: Vector::repeat(kd),
ang_kp: AngVector::repeat(kp),
ang_kd: AngVector::repeat(kd),
axes,
};
}
/// Calculates the linear correction from positional and velocity errors calculated automatically
/// from a rigid-body and the desired positions/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a linear rigid-body velocity
/// change.
pub fn linear_rigid_body_correction(
&self,
rb: &RigidBody,
target_pos: Point<Real>,
target_linvel: Vector<Real>,
) -> Vector<Real> {
self.rigid_body_correction(
rb,
Isometry::from(target_pos),
RigidBodyVelocity {
linvel: target_linvel,
#[allow(clippy::clone_on_copy)]
angvel: rb.angvel().clone(),
},
)
.linvel
}
/// Calculates the angular correction from positional and velocity errors calculated automatically
/// from a rigid-body and the desired positions/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is an angular rigid-body velocity
/// change.
pub fn angular_rigid_body_correction(
&self,
rb: &RigidBody,
target_rot: Rotation<Real>,
target_angvel: AngVector<Real>,
) -> AngVector<Real> {
self.rigid_body_correction(
rb,
Isometry::from_parts(na::one(), target_rot),
RigidBodyVelocity {
linvel: *rb.linvel(),
angvel: target_angvel,
},
)
.angvel
}
/// Calculates the linear and angular correction from positional and velocity errors calculated
/// automatically from a rigid-body and the desired poses/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a rigid-body velocity
/// change.
pub fn rigid_body_correction(
&self,
rb: &RigidBody,
target_pose: Isometry<Real>,
target_vels: RigidBodyVelocity,
) -> RigidBodyVelocity {
let pose_errors = RigidBodyPosition {
position: rb.pos.position,
next_position: target_pose,
}
.pose_errors(rb.local_center_of_mass());
let vels_errors = target_vels - rb.vels;
self.correction(&pose_errors, &vels_errors.into())
}
/// Mask where each component is 1.0 or 0.0 depending on whether
/// the corresponding linear axis is enabled.
fn lin_mask(&self) -> Vector<Real> {
#[cfg(feature = "dim2")]
return Vector::new(
self.axes.contains(AxisMask::LIN_X) as u32 as Real,
self.axes.contains(AxisMask::LIN_Y) as u32 as Real,
);
#[cfg(feature = "dim3")]
return Vector::new(
self.axes.contains(AxisMask::LIN_X) as u32 as Real,
self.axes.contains(AxisMask::LIN_Y) as u32 as Real,
self.axes.contains(AxisMask::LIN_Z) as u32 as Real,
);
}
/// Mask where each component is 1.0 or 0.0 depending on whether
/// the corresponding angular axis is enabled.
fn ang_mask(&self) -> AngVector<Real> {
#[cfg(feature = "dim2")]
return self.axes.contains(AxisMask::ANG_Z) as u32 as Real;
#[cfg(feature = "dim3")]
return Vector::new(
self.axes.contains(AxisMask::ANG_X) as u32 as Real,
self.axes.contains(AxisMask::ANG_Y) as u32 as Real,
self.axes.contains(AxisMask::ANG_Z) as u32 as Real,
);
}
/// Calculates the linear and angular correction from the given positional and velocity errors.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a rigid-body velocity
/// change.
pub fn correction(&self, pose_errors: &PdErrors, vel_errors: &PdErrors) -> RigidBodyVelocity {
let lin_mask = self.lin_mask();
let ang_mask = self.ang_mask();
RigidBodyVelocity {
linvel: (pose_errors.linear.component_mul(&self.lin_kp)
+ vel_errors.linear.component_mul(&self.lin_kd))
.component_mul(&lin_mask),
#[cfg(feature = "dim2")]
angvel: (pose_errors.angular * self.ang_kp + vel_errors.angular * self.ang_kd)
* ang_mask,
#[cfg(feature = "dim3")]
angvel: (pose_errors.angular.component_mul(&self.ang_kp)
+ vel_errors.angular.component_mul(&self.ang_kd))
.component_mul(&ang_mask),
}
}
}
impl PidController {
/// Initialized the PDI controller with uniform gain.
///
/// The same gain are applied on all axes. To configure per-axes gains, construct
/// the [`PidController`] by setting its fields explicitly instead.
///
/// Only the axes specified in `axes` will be enabled (but the gain values are set
/// on all axes regardless).
pub fn new(kp: Real, ki: Real, kd: Real, axes: AxisMask) -> PidController {
#[cfg(feature = "dim2")]
return Self {
pd: PdController::new(kp, kd, axes),
lin_integral: na::zero(),
ang_integral: na::zero(),
lin_ki: Vector::repeat(ki),
ang_ki: ki,
};
#[cfg(feature = "dim3")]
return Self {
pd: PdController::new(kp, kd, axes),
lin_integral: na::zero(),
ang_integral: na::zero(),
lin_ki: Vector::repeat(ki),
ang_ki: AngVector::repeat(ki),
};
}
/// Set the axes errors and corrections are computed for.
///
/// This doesnt modify any of the gains.
pub fn set_axes(&mut self, axes: AxisMask) {
self.pd.axes = axes;
}
/// Get the axes errors and corrections are computed for.
pub fn axes(&self) -> AxisMask {
self.pd.axes
}
/// Resets to zero the accumulated linear and angular errors used by
/// the Integral part of the controller.
pub fn reset_integrals(&mut self) {
self.lin_integral = na::zero();
self.ang_integral = na::zero();
}
/// Calculates the linear correction from positional and velocity errors calculated automatically
/// from a rigid-body and the desired positions/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a linear rigid-body velocity
/// change.
///
/// This method is mutable because of the need to update the accumulated positional
/// errors for the Integral part of this controller. Prefer the [`PdController`] instead if
/// an immutable API is needed.
pub fn linear_rigid_body_correction(
&mut self,
dt: Real,
rb: &RigidBody,
target_pos: Point<Real>,
target_linvel: Vector<Real>,
) -> Vector<Real> {
self.rigid_body_correction(
dt,
rb,
Isometry::from(target_pos),
RigidBodyVelocity {
linvel: target_linvel,
#[allow(clippy::clone_on_copy)]
angvel: rb.angvel().clone(),
},
)
.linvel
}
/// Calculates the angular correction from positional and velocity errors calculated automatically
/// from a rigid-body and the desired positions/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is an angular rigid-body velocity
/// change.
///
/// This method is mutable because of the need to update the accumulated positional
/// errors for the Integral part of this controller. Prefer the [`PdController`] instead if
/// an immutable API is needed.
pub fn angular_rigid_body_correction(
&mut self,
dt: Real,
rb: &RigidBody,
target_rot: Rotation<Real>,
target_angvel: AngVector<Real>,
) -> AngVector<Real> {
self.rigid_body_correction(
dt,
rb,
Isometry::from_parts(na::one(), target_rot),
RigidBodyVelocity {
linvel: *rb.linvel(),
#[allow(clippy::clone_on_copy)]
angvel: target_angvel.clone(),
},
)
.angvel
}
/// Calculates the linear and angular correction from positional and velocity errors calculated
/// automatically from a rigid-body and the desired poses/velocities.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a rigid-body velocity
/// change.
///
/// This method is mutable because of the need to update the accumulated positional
/// errors for the Integral part of this controller. Prefer the [`PdController`] instead if
/// an immutable API is needed.
pub fn rigid_body_correction(
&mut self,
dt: Real,
rb: &RigidBody,
target_pose: Isometry<Real>,
target_vels: RigidBodyVelocity,
) -> RigidBodyVelocity {
let pose_errors = RigidBodyPosition {
position: rb.pos.position,
next_position: target_pose,
}
.pose_errors(rb.local_center_of_mass());
let vels_errors = target_vels - rb.vels;
self.correction(dt, &pose_errors, &vels_errors.into())
}
/// Calculates the linear and angular correction from the given positional and velocity errors.
///
/// The unit of the returned value depends on the gain values. In general, `kd` is proportional to
/// the inverse of the simulation step so the returned value is a rigid-body velocity
/// change.
///
/// This method is mutable because of the need to update the accumulated positional
/// errors for the Integral part of this controller. Prefer the [`PdController`] instead if
/// an immutable API is needed.
pub fn correction(
&mut self,
dt: Real,
pose_errors: &PdErrors,
vel_errors: &PdErrors,
) -> RigidBodyVelocity {
self.lin_integral += pose_errors.linear * dt;
self.ang_integral += pose_errors.angular * dt;
let lin_mask = self.pd.lin_mask();
let ang_mask = self.pd.ang_mask();
RigidBodyVelocity {
linvel: (pose_errors.linear.component_mul(&self.pd.lin_kp)
+ vel_errors.linear.component_mul(&self.pd.lin_kd)
+ self.lin_integral.component_mul(&self.lin_ki))
.component_mul(&lin_mask),
#[cfg(feature = "dim2")]
angvel: (pose_errors.angular * self.pd.ang_kp
+ vel_errors.angular * self.pd.ang_kd
+ self.ang_integral * self.ang_ki)
* ang_mask,
#[cfg(feature = "dim3")]
angvel: (pose_errors.angular.component_mul(&self.pd.ang_kp)
+ vel_errors.angular.component_mul(&self.pd.ang_kd)
+ self.ang_integral.component_mul(&self.ang_ki))
.component_mul(&ang_mask),
}
}
}

View File

@@ -1,3 +1,5 @@
#[cfg(doc)]
use super::IntegrationParameters;
use crate::dynamics::{
LockedAxes, MassProperties, RigidBodyActivation, RigidBodyAdditionalMassProps, RigidBodyCcd,
RigidBodyChanges, RigidBodyColliders, RigidBodyDamping, RigidBodyDominance, RigidBodyForces,
@@ -10,9 +12,6 @@ use crate::math::{AngVector, Isometry, Point, Real, Rotation, Vector};
use crate::utils::SimdCross;
use num::Zero;
#[cfg(doc)]
use super::IntegrationParameters;
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
/// A rigid body.
///
@@ -237,6 +236,12 @@ impl RigidBody {
&self.mprops.world_com
}
/// The local-space center-of-mass of this rigid-body.
#[inline]
pub fn local_center_of_mass(&self) -> &Point<Real> {
&self.mprops.local_mprops.local_com
}
/// The mass-properties of this rigid-body.
#[inline]
pub fn mass_properties(&self) -> &RigidBodyMassProps {
@@ -704,6 +709,11 @@ impl RigidBody {
!self.vels.linvel.is_zero() || !self.vels.angvel.is_zero()
}
/// The linear and angular velocity of this rigid-body.
pub fn vels(&self) -> &RigidBodyVelocity {
&self.vels
}
/// The linear velocity of this rigid-body.
pub fn linvel(&self) -> &Vector<Real> {
&self.vels.linvel
@@ -721,6 +731,15 @@ impl RigidBody {
&self.vels.angvel
}
/// Set both the angular and linear velocity of this rigid-body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
/// put to sleep because it did not move for a while.
pub fn set_vels(&mut self, vels: RigidBodyVelocity, wake_up: bool) {
self.set_linvel(vels.linvel, wake_up);
self.set_angvel(vels.angvel, wake_up);
}
/// The linear velocity of this rigid-body.
///
/// If `wake_up` is `true` then the rigid-body will be woken up if it was
@@ -1481,7 +1500,7 @@ impl RigidBodyBuilder {
/// Build a new rigid-body with the parameters configured with this builder.
pub fn build(&self) -> RigidBody {
let mut rb = RigidBody::new();
rb.pos.next_position = self.position; // FIXME: compute the correct value?
rb.pos.next_position = self.position;
rb.pos.position = self.position;
rb.vels.linvel = self.linvel;
rb.vels.angvel = self.angvel;

View File

@@ -1,3 +1,6 @@
#[cfg(doc)]
use super::IntegrationParameters;
use crate::control::PdErrors;
use crate::dynamics::MassProperties;
use crate::geometry::{
ColliderChanges, ColliderHandle, ColliderMassProps, ColliderParent, ColliderPosition,
@@ -11,7 +14,7 @@ use crate::utils::{SimdAngularInertia, SimdCross, SimdDot};
use num::Zero;
#[cfg(doc)]
use super::IntegrationParameters;
use crate::control::PidController;
/// The unique handle of a rigid body added to a `RigidBodySet`.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Default)]
@@ -159,22 +162,11 @@ impl RigidBodyPosition {
/// a time equal to `1.0 / inv_dt`.
#[must_use]
pub fn interpolate_velocity(&self, inv_dt: Real, local_com: &Point<Real>) -> RigidBodyVelocity {
let com = self.position * local_com;
let shift = Translation::from(com.coords);
let dpos = shift.inverse() * self.next_position * self.position.inverse() * shift;
let angvel;
#[cfg(feature = "dim2")]
{
angvel = dpos.rotation.angle() * inv_dt;
let pose_err = self.pose_errors(local_com);
RigidBodyVelocity {
linvel: pose_err.linear * inv_dt,
angvel: pose_err.angular * inv_dt,
}
#[cfg(feature = "dim3")]
{
angvel = dpos.rotation.scaled_axis() * inv_dt;
}
let linvel = dpos.translation.vector * inv_dt;
RigidBodyVelocity { linvel, angvel }
}
/// Compute new positions after integrating the given forces and velocities.
@@ -191,6 +183,32 @@ impl RigidBodyPosition {
let new_vels = forces.integrate(dt, vels, mprops);
new_vels.integrate(dt, &self.position, &mprops.local_mprops.local_com)
}
/// Computes the difference between [`Self::next_position`] and [`Self::position`].
///
/// This error measure can for example be used for interpolating the velocity between two poses,
/// or be given to the [`PidController`].
///
/// Note that interpolating the velocity can be done more conveniently with
/// [`Self::interpolate_velocity`].
pub fn pose_errors(&self, local_com: &Point<Real>) -> PdErrors {
let com = self.position * local_com;
let shift = Translation::from(com.coords);
let dpos = shift.inverse() * self.next_position * self.position.inverse() * shift;
let angular;
#[cfg(feature = "dim2")]
{
angular = dpos.rotation.angle();
}
#[cfg(feature = "dim3")]
{
angular = dpos.rotation.scaled_axis();
}
let linear = dpos.translation.vector;
PdErrors { linear, angular }
}
}
impl<T> From<T> for RigidBodyPosition
@@ -210,7 +228,34 @@ bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
// FIXME: rename this to LockedAxes
pub struct AxisMask: u8 {
/// The translational X axis.
const LIN_X = 1 << 0;
/// The translational Y axis.
const LIN_Y = 1 << 1;
/// The translational Z axis.
const LIN_Z = 1 << 2;
/// The rotational X axis.
#[cfg(feature = "dim3")]
const ANG_X = 1 << 3;
/// The rotational Y axis.
#[cfg(feature = "dim3")]
const ANG_Y = 1 << 4;
/// The rotational Z axis.
const ANG_Z = 1 << 5;
}
}
impl Default for AxisMask {
fn default() -> Self {
AxisMask::empty()
}
}
bitflags::bitflags! {
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, PartialEq, Eq, Debug)]
/// Flags affecting the behavior of the constraints solver for a given contact manifold.
pub struct LockedAxes: u8 {
/// Flag indicating that the rigid-body cannot translate along the `X` axis.
const TRANSLATION_LOCKED_X = 1 << 0;
@@ -720,6 +765,25 @@ impl std::ops::AddAssign<RigidBodyVelocity> for RigidBodyVelocity {
}
}
impl std::ops::Sub<RigidBodyVelocity> for RigidBodyVelocity {
type Output = Self;
#[must_use]
fn sub(self, rhs: Self) -> Self {
RigidBodyVelocity {
linvel: self.linvel - rhs.linvel,
angvel: self.angvel - rhs.angvel,
}
}
}
impl std::ops::SubAssign<RigidBodyVelocity> for RigidBodyVelocity {
fn sub_assign(&mut self, rhs: Self) {
self.linvel -= rhs.linvel;
self.angvel -= rhs.angvel;
}
}
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Clone, Debug, Copy, PartialEq)]
/// Damping factors to progressively slow down a rigid-body.
@@ -1092,3 +1156,57 @@ impl RigidBodyActivation {
self.time_since_can_sleep = self.time_until_sleep;
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::Real;
#[test]
fn test_interpolate_velocity() {
// Interpolate and then integrate the velocity to see if
// the end positions match.
#[cfg(feature = "f32")]
let mut rng = oorandom::Rand32::new(0);
#[cfg(feature = "f64")]
let mut rng = oorandom::Rand64::new(0);
for i in -10..=10 {
let mult = i as Real;
let (local_com, curr_pos, next_pos);
#[cfg(feature = "dim2")]
{
local_com = Point::new(rng.rand_float(), rng.rand_float());
curr_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float()) * mult,
rng.rand_float(),
);
next_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float()) * mult,
rng.rand_float(),
);
}
#[cfg(feature = "dim3")]
{
local_com = Point::new(rng.rand_float(), rng.rand_float(), rng.rand_float());
curr_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()) * mult,
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()),
);
next_pos = Isometry::new(
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()) * mult,
Vector::new(rng.rand_float(), rng.rand_float(), rng.rand_float()),
);
}
let dt = 0.016;
let rb_pos = RigidBodyPosition {
position: curr_pos,
next_position: next_pos,
};
let vel = rb_pos.interpolate_velocity(1.0 / dt, &local_com);
let interp_pos = vel.integrate(dt, &curr_pos, &local_com);
approx::assert_relative_eq!(interp_pos, next_pos, epsilon = 1.0e-5);
}
}
}

View File

@@ -9,6 +9,9 @@ use bevy::prelude::*;
use bevy::render::camera::Camera;
use std::ops::RangeInclusive;
#[cfg(target_os = "macos")]
const LINE_TO_PIXEL_RATIO: f32 = 0.0005;
#[cfg(not(target_os = "macos"))]
const LINE_TO_PIXEL_RATIO: f32 = 0.1;
#[derive(Component, PartialEq, Debug, Clone, serde::Serialize, serde::Deserialize)]

View File

@@ -26,7 +26,7 @@ mod plugin;
mod save;
mod settings;
mod testbed;
mod ui;
pub mod ui;
#[cfg(feature = "dim2")]
pub mod math {

View File

@@ -8,15 +8,16 @@ use std::num::NonZeroUsize;
use crate::debug_render::{DebugRenderPipelineResource, RapierDebugRenderPlugin};
use crate::graphics::BevyMaterialComponent;
use crate::mouse::{self, track_mouse_state, MainCamera, SceneMouse};
use crate::physics::{DeserializedPhysicsSnapshot, PhysicsEvents, PhysicsSnapshot, PhysicsState};
use crate::plugin::TestbedPlugin;
use crate::save::SerializableTestbedState;
use crate::settings::ExampleSettings;
use crate::ui;
use crate::{graphics::GraphicsManager, harness::RunState};
use crate::{mouse, ui};
use bevy::window::PrimaryWindow;
use na::{self, Point2, Point3, Vector3};
#[cfg(feature = "dim3")]
use rapier::control::DynamicRayCastVehicleController;
use rapier::control::KinematicCharacterController;
use rapier::dynamics::{
ImpulseJointSet, IntegrationParameters, MultibodyJointSet, RigidBodyActivation,
RigidBodyHandle, RigidBodySet,
@@ -25,7 +26,9 @@ use rapier::dynamics::{
use rapier::geometry::Ray;
use rapier::geometry::{ColliderHandle, ColliderSet, NarrowPhase};
use rapier::math::{Real, Vector};
use rapier::pipeline::{PhysicsHooks, QueryFilter, QueryPipeline};
use rapier::pipeline::{PhysicsHooks, QueryPipeline};
#[cfg(feature = "dim3")]
use rapier::{control::DynamicRayCastVehicleController, prelude::QueryFilter};
#[cfg(all(feature = "dim2", feature = "other-backends"))]
use crate::box2d_backend::Box2dWorld;
@@ -113,8 +116,6 @@ pub struct TestbedState {
pub running: RunMode,
pub draw_colls: bool,
pub highlighted_body: Option<RigidBodyHandle>,
pub character_body: Option<RigidBodyHandle>,
pub character_controller: Option<KinematicCharacterController>,
#[cfg(feature = "dim3")]
pub vehicle_controller: Option<DynamicRayCastVehicleController>,
// pub grabbed_object: Option<DefaultBodyPartHandle>,
@@ -177,7 +178,7 @@ struct OtherBackends {
}
struct Plugins(Vec<Box<dyn TestbedPlugin>>);
pub struct TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f> {
pub struct TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f, 'g, 'h> {
graphics: &'a mut GraphicsManager,
commands: &'a mut Commands<'d, 'e>,
meshes: &'a mut Assets<Mesh>,
@@ -186,12 +187,13 @@ pub struct TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f> {
#[allow(dead_code)] // Dead in 2D but not in 3D.
camera_transform: GlobalTransform,
camera: &'a mut OrbitCamera,
ui_context: &'a mut EguiContexts<'g, 'h>,
keys: &'a ButtonInput<KeyCode>,
mouse: &'a SceneMouse,
}
pub struct Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
graphics: Option<TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f>>,
pub struct Testbed<'a, 'b, 'c, 'd, 'e, 'f, 'g, 'h> {
graphics: Option<TestbedGraphics<'a, 'b, 'c, 'd, 'e, 'f, 'g, 'h>>,
harness: &'a mut Harness,
state: &'a mut TestbedState,
#[cfg(feature = "other-backends")]
@@ -227,8 +229,6 @@ impl TestbedApp {
running: RunMode::Running,
draw_colls: false,
highlighted_body: None,
character_body: None,
character_controller: None,
#[cfg(feature = "dim3")]
vehicle_controller: None,
// grabbed_object: None,
@@ -508,11 +508,15 @@ impl TestbedApp {
}
}
impl TestbedGraphics<'_, '_, '_, '_, '_, '_> {
impl<'g, 'h> TestbedGraphics<'_, '_, '_, '_, '_, '_, 'g, 'h> {
pub fn set_body_color(&mut self, body: RigidBodyHandle, color: [f32; 3]) {
self.graphics.set_body_color(self.materials, body, color);
}
pub fn ui_context_mut(&mut self) -> &mut EguiContexts<'g, 'h> {
&mut *self.ui_context
}
pub fn add_body(
&mut self,
handle: RigidBodyHandle,
@@ -564,25 +568,28 @@ impl TestbedGraphics<'_, '_, '_, '_, '_, '_> {
self.mouse
}
#[cfg(feature = "dim3")]
pub fn camera_rotation(&self) -> na::UnitQuaternion<Real> {
let (_, rot, _) = self.camera_transform.to_scale_rotation_translation();
na::Unit::new_unchecked(na::Quaternion::new(
rot.w as Real,
rot.x as Real,
rot.y as Real,
rot.z as Real,
))
}
#[cfg(feature = "dim3")]
pub fn camera_fwd_dir(&self) -> Vector<f32> {
(self.camera_transform * -Vec3::Z).normalize().into()
}
}
impl Testbed<'_, '_, '_, '_, '_, '_> {
impl Testbed<'_, '_, '_, '_, '_, '_, '_, '_> {
pub fn set_number_of_steps_per_frame(&mut self, nsteps: usize) {
self.state.nsteps = nsteps
}
pub fn set_character_body(&mut self, handle: RigidBodyHandle) {
self.state.character_body = Some(handle);
}
pub fn set_character_controller(&mut self, controller: Option<KinematicCharacterController>) {
self.state.character_controller = controller;
}
#[cfg(feature = "dim3")]
pub fn set_vehicle_controller(&mut self, controller: DynamicRayCastVehicleController) {
self.state.vehicle_controller = Some(controller);
@@ -648,7 +655,6 @@ impl Testbed<'_, '_, '_, '_, '_, '_> {
.set(TestbedActionFlags::RESET_WORLD_GRAPHICS, true);
self.state.highlighted_body = None;
self.state.character_body = None;
#[cfg(feature = "dim3")]
{
self.state.vehicle_controller = None;
@@ -808,133 +814,6 @@ impl Testbed<'_, '_, '_, '_, '_, '_> {
}
}
fn update_character_controller(&mut self, events: &ButtonInput<KeyCode>) {
if self.state.running == RunMode::Stop {
return;
}
if let Some(character_handle) = self.state.character_body {
let mut desired_movement = Vector::zeros();
let mut speed = 0.1;
#[cfg(feature = "dim2")]
for key in events.get_pressed() {
match *key {
KeyCode::ArrowRight => {
desired_movement += Vector::x();
}
KeyCode::ArrowLeft => {
desired_movement -= Vector::x();
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
}
KeyCode::ShiftRight => {
speed /= 10.0;
}
_ => {}
}
}
#[cfg(feature = "dim3")]
{
let (_, rot, _) = self
.graphics
.as_ref()
.unwrap()
.camera_transform
.to_scale_rotation_translation();
let rot = na::Unit::new_unchecked(na::Quaternion::new(rot.w, rot.x, rot.y, rot.z));
let mut rot_x = rot * Vector::x();
let mut rot_z = rot * Vector::z();
rot_x.y = 0.0;
rot_z.y = 0.0;
for key in events.get_pressed() {
match *key {
KeyCode::ArrowRight => {
desired_movement += rot_x;
}
KeyCode::ArrowLeft => {
desired_movement -= rot_x;
}
KeyCode::ArrowUp => {
desired_movement -= rot_z;
}
KeyCode::ArrowDown => {
desired_movement += rot_z;
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
}
KeyCode::ShiftLeft => {
speed /= 10.0;
}
_ => {}
}
}
}
desired_movement *= speed;
desired_movement -= Vector::y() * speed;
let controller = self.state.character_controller.unwrap_or_default();
let phx = &mut self.harness.physics;
let character_body = &phx.bodies[character_handle];
let character_collider = &phx.colliders[character_body.colliders()[0]];
let character_mass = character_body.mass();
let mut collisions = vec![];
let mvt = controller.move_shape(
phx.integration_parameters.dt,
&phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_collider.position(),
desired_movement.cast::<Real>(),
QueryFilter::new().exclude_rigid_body(character_handle),
|c| collisions.push(c),
);
if let Some(graphics) = &mut self.graphics {
if mvt.grounded {
graphics.graphics.set_body_color(
graphics.materials,
character_handle,
[0.1, 0.8, 0.1],
);
} else {
graphics.graphics.set_body_color(
graphics.materials,
character_handle,
[0.8, 0.1, 0.1],
);
}
}
controller.solve_character_collision_impulses(
phx.integration_parameters.dt,
&mut phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_mass,
&*collisions,
QueryFilter::new().exclude_rigid_body(character_handle),
);
let character_body = &mut phx.bodies[character_handle];
let pos = character_body.position();
character_body.set_next_kinematic_translation(pos.translation.vector + mvt.translation);
// character_body.set_translation(pos.translation.vector + mvt.translation, false);
}
}
fn handle_common_events(&mut self, events: &ButtonInput<KeyCode>) {
// C can be used to write within profiling filter.
if events.pressed(KeyCode::ControlLeft) || events.pressed(KeyCode::ControlRight) {
@@ -1212,11 +1091,6 @@ fn egui_focus(mut ui_context: EguiContexts, mut cameras: Query<&mut OrbitCamera>
}
}
use crate::mouse::{track_mouse_state, MainCamera, SceneMouse};
use crate::save::SerializableTestbedState;
use crate::settings::ExampleSettings;
use bevy::window::PrimaryWindow;
#[allow(clippy::type_complexity)]
fn update_testbed(
mut commands: Commands,
@@ -1248,6 +1122,8 @@ fn update_testbed(
// Handle inputs
{
let wants_keyboard_inputs = ui_context.ctx_mut().wants_keyboard_input();
let graphics_context = TestbedGraphics {
graphics: &mut graphics,
commands: &mut commands,
@@ -1256,6 +1132,7 @@ fn update_testbed(
components: &mut gfx_components,
camera_transform: *cameras.single().1,
camera: &mut cameras.single_mut().2,
ui_context: &mut ui_context,
keys: &keys,
mouse: &mouse,
};
@@ -1269,10 +1146,9 @@ fn update_testbed(
plugins: &mut plugins,
};
if !ui_context.ctx_mut().wants_keyboard_input() {
if !wants_keyboard_inputs {
testbed.handle_common_events(&keys);
}
testbed.update_character_controller(&keys);
#[cfg(feature = "dim3")]
{
testbed.update_vehicle_controller(&keys);
@@ -1371,6 +1247,7 @@ fn update_testbed(
components: &mut gfx_components,
camera_transform: *cameras.single().1,
camera: &mut cameras.single_mut().2,
ui_context: &mut ui_context,
keys: &keys,
mouse: &mouse,
};
@@ -1545,6 +1422,7 @@ fn update_testbed(
components: &mut gfx_components,
camera_transform: *cameras.single().1,
camera: &mut cameras.single_mut().2,
ui_context: &mut ui_context,
keys: &keys,
mouse: &mouse,
};

View File

@@ -1,4 +1,3 @@
use rapier::control::CharacterLength;
use rapier::counters::Counters;
use rapier::math::Real;
use std::num::NonZeroUsize;
@@ -10,14 +9,16 @@ use crate::testbed::{
PHYSX_BACKEND_PATCH_FRICTION, PHYSX_BACKEND_TWO_FRICTION_DIR,
};
pub use bevy_egui::egui;
use crate::settings::SettingValue;
use crate::PhysicsState;
use bevy_egui::egui::{Slider, Ui};
use bevy_egui::{egui, EguiContexts};
use bevy_egui::egui::{ComboBox, Slider, Ui, Window};
use bevy_egui::EguiContexts;
use rapier::dynamics::IntegrationParameters;
use web_time::Instant;
pub fn update_ui(
pub(crate) fn update_ui(
ui_context: &mut EguiContexts,
state: &mut TestbedState,
harness: &mut Harness,
@@ -30,10 +31,10 @@ pub fn update_ui(
example_settings_ui(ui_context, state);
egui::Window::new("Parameters").show(ui_context.ctx_mut(), |ui| {
Window::new("Parameters").show(ui_context.ctx_mut(), |ui| {
if state.backend_names.len() > 1 && !state.example_names.is_empty() {
let mut changed = false;
egui::ComboBox::from_label("backend")
ComboBox::from_label("backend")
.width(150.0)
.selected_text(state.backend_names[state.selected_backend])
.show_ui(ui, |ui| {
@@ -247,46 +248,14 @@ pub fn update_ui(
ui.checkbox(&mut debug_render.enabled, "debug render enabled");
state.flags.set(TestbedStateFlags::SLEEP, sleep);
state.flags.set(TestbedStateFlags::DRAW_SURFACES, draw_surfaces);
state
.flags
.set(TestbedStateFlags::DRAW_SURFACES, draw_surfaces);
// state
// .flags
// .set(TestbedStateFlags::CONTACT_POINTS, contact_points);
// state.flags.set(TestbedStateFlags::WIREFRAME, wireframe);
ui.separator();
if let Some(character_controller) = &mut state.character_controller {
ui.label("Character controller");
ui.checkbox(&mut character_controller.slide, "slide").on_hover_text("Should the character try to slide against the floor if it hits it?");
#[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.");
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.");
}
let mut is_snapped = character_controller.snap_to_ground.is_some();
if ui.checkbox(&mut is_snapped, "snap_to_ground").changed {
match is_snapped {
true => {
character_controller.snap_to_ground = Some(CharacterLength::Relative(0.1));
},
false => {
character_controller.snap_to_ground = None;
},
}
}
if let Some(snapped) = &mut character_controller.snap_to_ground {
match snapped {
CharacterLength::Relative(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Relative Character Length"));
},
CharacterLength::Absolute(val) => {
ui.add(Slider::new(val, 0.0..=10.0).text("Snapped Absolute Character Length"));
},
}
}
ui.separator();
}
let label = if state.running == RunMode::Stop {
"Start (T)"
} else {
@@ -465,7 +434,7 @@ fn example_settings_ui(ui_context: &mut EguiContexts, state: &mut TestbedState)
return;
}
egui::Window::new("Example settings").show(ui_context.ctx_mut(), |ui| {
Window::new("Example settings").show(ui_context.ctx_mut(), |ui| {
let mut any_changed = false;
for (name, value) in state.example_settings.iter_mut() {
let prev_value = value.clone();