Add a character controller implementation
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157
examples3d/character_controller3.rs
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157
examples3d/character_controller3.rs
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use rapier3d::prelude::*;
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use rapier_testbed3d::Testbed;
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pub fn init_world(testbed: &mut Testbed) {
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/*
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* World
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*/
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let mut bodies = RigidBodySet::new();
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let multibody_joints = MultibodyJointSet::new();
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/*
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* Ground
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*/
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let ground_size = 5.0;
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let ground_height = 0.1;
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let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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/*
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* Character we will control manually.
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*/
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let rigid_body =
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RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0]);
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let character_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::capsule_y(0.3, 0.15); // 0.15, 0.3, 0.15);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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/*
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* Create the cubes
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*/
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let num = 8;
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let rad = 0.1;
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let shift = rad * 2.0;
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let centerx = shift * (num / 2) as f32;
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let centery = rad;
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for j in 0usize..4 {
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for k in 0usize..4 {
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for i in 0..num {
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let x = i as f32 * shift - centerx;
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let y = j as f32 * shift + centery;
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let z = k as f32 * shift + centerx;
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let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad, rad, rad);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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}
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}
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}
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/*
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* Create some stairs.
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*/
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let stair_width = 1.0;
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let stair_height = 0.1;
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for i in 0..10 {
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let x = i as f32 * stair_width / 2.0;
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let y = i as f32 * stair_height * 1.5 + 3.0;
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let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
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.translation(vector![x, y, 0.0]);
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colliders.insert(collider);
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}
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/*
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* Create a slope we can climb.
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*/
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let slope_angle = 0.2;
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let slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
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.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
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.rotation(Vector::z() * slope_angle);
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colliders.insert(collider);
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/*
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* Create a slope we can’t climb.
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*/
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let impossible_slope_angle = 0.9;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
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.translation(vector![
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ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 2.3,
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0.0
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])
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.rotation(Vector::z() * impossible_slope_angle);
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colliders.insert(collider);
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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, 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, 2.0);
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colliders.insert_with_parent(collider, platform_handle, &mut bodies);
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/*
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* More complex ground.
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*/
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let ground_size = Vector::new(10.0, 1.0, 10.0);
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let nsubdivs = 20;
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let heights = DMatrix::from_fn(nsubdivs + 1, nsubdivs + 1, |i, j| {
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(i as f32 * ground_size.x / (nsubdivs as f32) / 2.0).cos()
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+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
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});
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let collider =
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ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
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colliders.insert(collider);
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/*
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* A tilting dynamic body with a limited joint.
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*/
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let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
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impulse_joints.insert(ground_handle, handle, joint, true);
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/*
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* Setup a callback to move the platform.
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*/
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testbed.add_callback(move |_, physics, _, run_state| {
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let linvel = vector![
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(run_state.time * 2.0).sin() * 2.0,
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(run_state.time * 5.0).sin() * 1.5,
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0.0
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];
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// let angvel = run_state.time.sin() * 0.5;
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// Update the velocity-based kinematic body by setting its velocity.
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if let Some(platform) = physics.bodies.get_mut(platform_handle) {
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platform.set_linvel(linvel, true);
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// NOTE: interaction with rotating platforms isn’t handled very well yet.
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// platform.set_angvel(angvel, true);
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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!(10.0, 10.0, 10.0), Point::origin());
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}
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