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
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@@ -1,3 +1,6 @@
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use crate::utils::character;
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use crate::utils::character::CharacterControlMode;
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use rapier2d::control::{KinematicCharacterController, PidController};
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use rapier2d::prelude::*;
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use rapier_testbed2d::Testbed;
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use std::f32::consts::PI;
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@@ -25,7 +28,12 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Character we will control manually.
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*/
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let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0]);
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let rigid_body = RigidBodyBuilder::kinematic_position_based()
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.translation(vector![-3.0, 5.0])
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// The two config below makes the character
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// nicer to control with the PID control enabled.
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.gravity_scale(10.0)
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.soft_ccd_prediction(10.0);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.3, 0.15);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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@@ -110,7 +118,7 @@ pub fn init_world(testbed: &mut Testbed) {
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/*
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* Create a moving platform.
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*/
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5]);
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let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 0.0]);
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// .rotation(-0.3);
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let platform_handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(2.0, ground_height);
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@@ -160,10 +168,34 @@ pub fn init_world(testbed: &mut Testbed) {
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}
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});
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/*
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* Callback to update the character based on user inputs.
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*/
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let mut control_mode = CharacterControlMode::Kinematic;
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let mut controller = KinematicCharacterController {
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max_slope_climb_angle: impossible_slope_angle - 0.02,
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min_slope_slide_angle: impossible_slope_angle - 0.02,
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slide: true,
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..Default::default()
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};
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let mut pid = PidController::default();
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testbed.add_callback(move |graphics, physics, _, _| {
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if let Some(graphics) = graphics {
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character::update_character(
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graphics,
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physics,
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&mut control_mode,
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&mut controller,
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&mut pid,
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character_handle,
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);
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}
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});
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/*
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* Set up the testbed.
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*/
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testbed.set_world(bodies, colliders, impulse_joints, multibody_joints);
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testbed.set_character_body(character_handle);
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testbed.look_at(point![0.0, 1.0], 100.0);
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}
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