Fix CharacterController max/min slope handling (#701)

This commit is contained in:
Thierry Berger
2024-09-23 11:10:29 +02:00
committed by GitHub
parent e7e196d9f9
commit 76357e3588
10 changed files with 210 additions and 22 deletions

View File

@@ -102,6 +102,7 @@ pub struct TestbedState {
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>,
@@ -186,6 +187,7 @@ impl TestbedApp {
draw_colls: false,
highlighted_body: None,
character_body: None,
character_controller: None,
#[cfg(feature = "dim3")]
vehicle_controller: None,
// grabbed_object: None,
@@ -530,6 +532,10 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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);
@@ -827,7 +833,7 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
desired_movement *= speed;
desired_movement -= Vector::y() * speed;
let controller = KinematicCharacterController::default();
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]];

View File

@@ -1,3 +1,4 @@
use rapier::control::CharacterLength;
use rapier::counters::Counters;
use rapier::math::Real;
use std::num::NonZeroUsize;
@@ -240,7 +241,40 @@ pub fn update_ui(
// .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 {