feat: add a vertical wall to the 2D and 3D character controller examples

This commit is contained in:
Sébastien Crozet
2024-05-04 17:51:35 +02:00
committed by Sébastien Crozet
parent 7565e5e4ef
commit fcd4e71b43
2 changed files with 63 additions and 28 deletions

View File

@@ -27,7 +27,7 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let rigid_body = RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0]);
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(0.15, 0.3);
let collider = ColliderBuilder::capsule_y(0.3, 0.15);
colliders.insert_with_parent(collider, character_handle, &mut bodies);
/*
@@ -94,14 +94,18 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let wall_angle = PI / 2.;
let wall_size = 2.0;
let wall_pos = vector![
ground_size + slope_size * 2.0 + impossible_slope_size + 0.35,
-ground_height + 2.5 * 2.3
];
let collider = ColliderBuilder::cuboid(wall_size, ground_height)
.translation(vector![
ground_size + slope_size * 2.0 + impossible_slope_size + 0.35,
-ground_height + 2.5 * 2.3
])
.translation(wall_pos)
.rotation(wall_angle);
colliders.insert(collider);
let collider = ColliderBuilder::cuboid(wall_size, ground_height).translation(wall_pos);
colliders.insert(collider);
/*
* Create a moving platform.
*/

View File

@@ -13,21 +13,37 @@ pub fn init_world(testbed: &mut Testbed) {
/*
* Ground
*/
let scale = 1.0; // Set to a larger value to check if it still works with larger units.
let ground_size = 5.0;
let ground_height = 0.1;
let rigid_body = RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0]);
let rigid_body =
RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, 0.0] * scale);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(ground_size, ground_height, ground_size);
let collider = ColliderBuilder::cuboid(
ground_size * scale,
ground_height * scale,
ground_size * scale,
);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
let rigid_body =
RigidBodyBuilder::fixed().translation(vector![0.0, -ground_height, -ground_size] * scale); //.rotation(vector![-0.1, 0.0, 0.0]);
let floor_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(
ground_size * scale,
ground_size * scale,
ground_height * scale,
);
colliders.insert_with_parent(collider, floor_handle, &mut bodies);
/*
* Character we will control manually.
*/
let rigid_body =
RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0]);
RigidBodyBuilder::kinematic_position_based().translation(vector![-3.0, 5.0, 0.0] * scale);
let character_handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::capsule_y(0.3, 0.15); // 0.15, 0.3, 0.15);
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);
/*
@@ -47,9 +63,9 @@ pub fn init_world(testbed: &mut Testbed) {
let y = j as f32 * shift + centery;
let z = k as f32 * shift + centerx;
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z]);
let rigid_body = RigidBodyBuilder::dynamic().translation(vector![x, y, z] * scale);
let handle = bodies.insert(rigid_body);
let collider = ColliderBuilder::cuboid(rad, rad, rad);
let collider = ColliderBuilder::cuboid(rad * scale, rad * scale, rad * scale);
colliders.insert_with_parent(collider, handle, &mut bodies);
}
}
@@ -64,8 +80,12 @@ pub fn init_world(testbed: &mut Testbed) {
let x = i as f32 * stair_width / 2.0;
let y = i as f32 * stair_height * 1.5 + 3.0;
let collider = ColliderBuilder::cuboid(stair_width / 2.0, stair_height / 2.0, stair_width)
.translation(vector![x, y, 0.0]);
let collider = ColliderBuilder::cuboid(
stair_width / 2.0 * scale,
stair_height / 2.0 * scale,
stair_width * scale,
)
.translation(vector![x * scale, y * scale, 0.0]);
colliders.insert(collider);
}
@@ -74,9 +94,13 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let slope_angle = 0.2;
let slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, slope_size)
.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0])
.rotation(Vector::z() * slope_angle);
let collider = ColliderBuilder::cuboid(
slope_size * scale,
ground_height * scale,
slope_size * scale,
)
.translation(vector![ground_size + slope_size, -ground_height + 0.4, 0.0] * scale)
.rotation(Vector::z() * slope_angle);
colliders.insert(collider);
/*
@@ -84,22 +108,29 @@ pub fn init_world(testbed: &mut Testbed) {
*/
let impossible_slope_angle = 0.9;
let impossible_slope_size = 2.0;
let collider = ColliderBuilder::cuboid(slope_size, ground_height, ground_size)
.translation(vector![
let collider = ColliderBuilder::cuboid(
slope_size * scale,
ground_height * scale,
ground_size * scale,
)
.translation(
vector![
ground_size + slope_size * 2.0 + impossible_slope_size - 0.9,
-ground_height + 2.3,
0.0
])
.rotation(Vector::z() * impossible_slope_angle);
] * scale,
)
.rotation(Vector::z() * impossible_slope_angle);
colliders.insert(collider);
/*
* Create a moving platform.
*/
let body = RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0]);
let body =
RigidBodyBuilder::kinematic_velocity_based().translation(vector![-8.0, 1.5, 0.0] * scale);
// .rotation(-0.3);
let platform_handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(2.0, ground_height, 2.0);
let collider = ColliderBuilder::cuboid(2.0 * scale, ground_height * scale, 2.0 * scale);
colliders.insert_with_parent(collider, platform_handle, &mut bodies);
/*
@@ -113,18 +144,18 @@ pub fn init_world(testbed: &mut Testbed) {
+ (j as f32 * ground_size.z / (nsubdivs as f32) / 2.0).cos()
});
let collider =
ColliderBuilder::heightfield(heights, ground_size).translation(vector![-8.0, 5.0, 0.0]);
let collider = ColliderBuilder::heightfield(heights, ground_size * scale)
.translation(vector![-8.0, 5.0, 0.0] * scale);
colliders.insert(collider);
/*
* A tilting dynamic body with a limited joint.
*/
let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0]);
let ground = RigidBodyBuilder::fixed().translation(vector![0.0, 5.0, 0.0] * scale);
let ground_handle = bodies.insert(ground);
let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0]);
let body = RigidBodyBuilder::dynamic().translation(vector![0.0, 5.0, 0.0] * scale);
let handle = bodies.insert(body);
let collider = ColliderBuilder::cuboid(1.0, 0.1, 2.0);
let collider = ColliderBuilder::cuboid(1.0 * scale, 0.1 * scale, 2.0 * scale);
colliders.insert_with_parent(collider, handle, &mut bodies);
let joint = RevoluteJointBuilder::new(Vector::z_axis()).limits([-0.3, 0.3]);
impulse_joints.insert(ground_handle, handle, joint, true);
@@ -137,7 +168,7 @@ pub fn init_world(testbed: &mut Testbed) {
(run_state.time * 2.0).sin() * 2.0,
(run_state.time * 5.0).sin() * 1.5,
0.0
];
] * scale;
// let angvel = run_state.time.sin() * 0.5;
// Update the velocity-based kinematic body by setting its velocity.