Fix character controller ground detection (#715)
This commit is contained in:
@@ -5,6 +5,7 @@
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- The region key has been replaced by an i64 in the f64 version of rapier, increasing the range before panics occur.
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- Fix `BroadphaseMultiSap` not being able to serialize correctly with serde_json.
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- Fix `KinematicCharacterController::move_shape` not respecting parameters `max_slope_climb_angle` and `min_slope_slide_angle`.
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- Improve ground detection reliability for `KinematicCharacterController`. (#715)
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- Fix wasm32 default values for physics hooks filter to be consistent with native: `COMPUTE_IMPULSES`.
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### Added
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@@ -251,6 +251,7 @@ impl KinematicCharacterController {
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let mut max_iters = 20;
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let mut kinematic_friction_translation = Vector::zeros();
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let offset = self.offset.eval(dims.y);
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let mut is_moving = false;
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while let Some((translation_dir, translation_dist)) =
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UnitVector::try_new_and_get(translation_remaining, 1.0e-5)
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@@ -260,6 +261,7 @@ impl KinematicCharacterController {
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} else {
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max_iters -= 1;
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}
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is_moving = true;
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// 2. Cast towards the movement direction.
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if let Some((handle, hit)) = queries.cast_shape(
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@@ -319,9 +321,20 @@ impl KinematicCharacterController {
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// No interference along the path.
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result.translation += translation_remaining;
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translation_remaining.fill(0.0);
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result.grounded = self.detect_grounded_status_and_apply_friction(
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dt,
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bodies,
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colliders,
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queries,
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character_shape,
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&(Translation::from(result.translation) * character_pos),
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&dims,
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filter,
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None,
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None,
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);
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break;
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}
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result.grounded = self.detect_grounded_status_and_apply_friction(
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dt,
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bodies,
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@@ -339,6 +352,22 @@ impl KinematicCharacterController {
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break;
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}
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}
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// When not moving, `detect_grounded_status_and_apply_friction` is not reached
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// so we call it explicitly here.
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if !is_moving {
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result.grounded = self.detect_grounded_status_and_apply_friction(
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dt,
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bodies,
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colliders,
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queries,
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character_shape,
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&(Translation::from(result.translation) * character_pos),
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&dims,
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filter,
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None,
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None,
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);
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}
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// If needed, and if we are not already grounded, snap to the ground.
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if grounded_at_starting_pos {
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self.snap_to_ground(
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@@ -398,7 +427,7 @@ impl KinematicCharacterController {
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}
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fn predict_ground(&self, up_extends: Real) -> Real {
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self.offset.eval(up_extends) * 1.2
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self.offset.eval(up_extends) + 0.05
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}
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fn detect_grounded_status_and_apply_friction(
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@@ -508,7 +537,6 @@ impl KinematicCharacterController {
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}
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true
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});
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grounded
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}
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@@ -909,7 +937,10 @@ fn subtract_hit(translation: Vector<Real>, hit: &ShapeCastHit) -> Vector<Real> {
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#[cfg(all(feature = "dim3", feature = "f32"))]
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#[cfg(test)]
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mod test {
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use crate::{control::KinematicCharacterController, prelude::*};
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use crate::{
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control::{CharacterLength, KinematicCharacterController},
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prelude::*,
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};
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#[test]
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fn character_controller_climb_test() {
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@@ -1052,4 +1083,142 @@ mod test {
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assert!(character_body.translation().x < 4.0);
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assert!(dbg!(character_body.translation().y) < 2.0);
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}
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#[test]
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fn character_controller_ground_detection() {
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let mut colliders = ColliderSet::new();
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let mut impulse_joints = ImpulseJointSet::new();
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let mut multibody_joints = MultibodyJointSet::new();
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let mut pipeline = PhysicsPipeline::new();
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let mut bf = BroadPhaseMultiSap::new();
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let mut nf = NarrowPhase::new();
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let mut islands = IslandManager::new();
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let mut query_pipeline = QueryPipeline::new();
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let mut bodies = RigidBodySet::new();
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let gravity = Vector::y() * -9.81;
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let ground_size = 1001.0;
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let ground_height = 1.0;
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/*
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* Create a flat ground
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*/
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let rigid_body =
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RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height / 2f32, 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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let integration_parameters = IntegrationParameters::default();
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// Initialize character with snap to ground
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let character_controller_snap = KinematicCharacterController {
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snap_to_ground: Some(CharacterLength::Relative(0.2)),
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..Default::default()
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};
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let mut character_body_snap = RigidBodyBuilder::kinematic_position_based()
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.additional_mass(1.0)
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.build();
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character_body_snap.set_translation(Vector::new(0.6, 0.5, 0.0), false);
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let character_handle_snap = bodies.insert(character_body_snap);
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let collider = ColliderBuilder::ball(0.5).build();
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colliders.insert_with_parent(collider.clone(), character_handle_snap, &mut bodies);
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// Initialize character without snap to ground
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let character_controller_no_snap = KinematicCharacterController {
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snap_to_ground: None,
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..Default::default()
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};
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let mut character_body_no_snap = RigidBodyBuilder::kinematic_position_based()
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.additional_mass(1.0)
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.build();
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character_body_no_snap.set_translation(Vector::new(-0.6, 0.5, 0.0), false);
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let character_handle_no_snap = bodies.insert(character_body_no_snap);
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let collider = ColliderBuilder::ball(0.5).build();
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let character_shape = collider.shape();
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colliders.insert_with_parent(collider.clone(), character_handle_no_snap, &mut bodies);
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query_pipeline.update(&colliders);
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for i in 0..10000 {
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let mut update_character_controller =
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|controller: KinematicCharacterController, handle: RigidBodyHandle| {
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let character_body = bodies.get(handle).unwrap();
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// Use a closure to handle or collect the collisions while
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// the character is being moved.
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let mut collisions = vec![];
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let filter_character_controller = QueryFilter::new().exclude_rigid_body(handle);
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let effective_movement = controller.move_shape(
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integration_parameters.dt,
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&bodies,
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&colliders,
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&query_pipeline,
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character_shape,
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character_body.position(),
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Vector::new(0.1, -0.1, 0.1),
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filter_character_controller,
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|collision| collisions.push(collision),
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);
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let character_body = bodies.get_mut(handle).unwrap();
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let translation = character_body.translation();
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assert_eq!(
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effective_movement.grounded, true,
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"movement should be grounded at all times for current setup (iter: {}), pos: {}.",
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i, translation + effective_movement.translation
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);
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character_body.set_next_kinematic_translation(
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translation + effective_movement.translation,
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);
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};
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update_character_controller(character_controller_no_snap, character_handle_no_snap);
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update_character_controller(character_controller_snap, character_handle_snap);
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// Step once
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pipeline.step(
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&gravity,
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&integration_parameters,
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&mut islands,
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&mut bf,
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&mut nf,
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&mut bodies,
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&mut colliders,
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&mut impulse_joints,
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&mut multibody_joints,
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&mut CCDSolver::new(),
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Some(&mut query_pipeline),
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&(),
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&(),
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);
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}
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let character_body = bodies.get_mut(character_handle_no_snap).unwrap();
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let translation = character_body.translation();
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// accumulated numerical errors make the test go less far than it should,
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// but it's expected.
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assert!(
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translation.x >= 997.0,
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"actual translation.x:{}",
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translation.x
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);
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assert!(
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translation.z >= 997.0,
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"actual translation.z:{}",
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translation.z
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);
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let character_body = bodies.get_mut(character_handle_snap).unwrap();
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let translation = character_body.translation();
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assert!(
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translation.x >= 997.0,
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"actual translation.x:{}",
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translation.x
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);
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assert!(
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translation.z >= 997.0,
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"actual translation.z:{}",
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translation.z
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);
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}
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}
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