* feat: migrate to glam whenever relevant + migrate testbed to kiss3d instead of bevy * chore: update changelog * Fix warnings and tests * Release v0.32.0
220 lines
7.3 KiB
Rust
220 lines
7.3 KiB
Rust
use crate::utils::character::{self, CharacterControlMode};
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use kiss3d::color::Color;
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use rapier_testbed3d::Testbed;
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use rapier3d::{
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control::{KinematicCharacterController, PidController},
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prelude::*,
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};
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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 scale = 1.0; // Set to a larger value to check if it still works with larger units.
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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 =
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RigidBodyBuilder::fixed().translation(Vector::new(0.0, -ground_height, 0.0) * scale);
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(
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ground_size * scale,
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ground_height * scale,
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ground_size * scale,
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);
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colliders.insert_with_parent(collider, floor_handle, &mut bodies);
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let rigid_body = RigidBodyBuilder::fixed()
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.translation(Vector::new(0.0, -ground_height, -ground_size) * scale); //.rotation(Vector::new(-0.1, 0.0, 0.0));
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let floor_handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(
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ground_size * scale,
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ground_size * scale,
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ground_height * scale,
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);
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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 = RigidBodyBuilder::kinematic_position_based()
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.translation(Vector::new(0.0, 0.5, 0.0) * scale)
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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 * scale, 0.15 * scale); // 0.15, 0.3, 0.15);
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colliders.insert_with_parent(collider, character_handle, &mut bodies);
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testbed.set_initial_body_color(character_handle, Color::new(0.8, 0.1, 0.1, 1.0));
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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 =
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RigidBodyBuilder::dynamic().translation(Vector::new(x, y, z) * scale);
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let handle = bodies.insert(rigid_body);
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let collider = ColliderBuilder::cuboid(rad * scale, rad * scale, rad * scale);
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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(
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stair_width / 2.0 * scale,
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stair_height / 2.0 * scale,
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stair_width * scale,
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)
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.translation(Vector::new(x * scale, y * scale, 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::new(0.1 + 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 = 0.6;
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let impossible_slope_size = 2.0;
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let collider = ColliderBuilder::cuboid(
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slope_size * scale,
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ground_height * scale,
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ground_size * scale,
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)
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.translation(
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Vector::new(
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0.1 + slope_size * 2.0 + impossible_slope_size - 0.9,
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-ground_height + 1.7,
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0.0,
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) * scale,
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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()
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.translation(Vector::new(-8.0, 0.0, 0.0) * scale);
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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 * scale, ground_height * scale, 2.0 * scale);
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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 = Array2::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 = ColliderBuilder::heightfield(heights, ground_size * scale)
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.translation(Vector::new(-8.0, 5.0, 0.0) * scale);
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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::new(0.0, 5.0, 0.0) * scale);
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let ground_handle = bodies.insert(ground);
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let body = RigidBodyBuilder::dynamic().translation(Vector::new(0.0, 5.0, 0.0) * scale);
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let handle = bodies.insert(body);
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let collider = ColliderBuilder::cuboid(1.0 * scale, 0.1 * scale, 2.0 * scale);
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colliders.insert_with_parent(collider, handle, &mut bodies);
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let joint = RevoluteJointBuilder::new(Vector::Z).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::new(
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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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) * scale;
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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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* Callback to update the character based on user inputs.
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*/
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let mut control_mode = CharacterControlMode::Kinematic(0.1);
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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.look_at(Vec3::new(10.0, 10.0, 10.0), Vec3::ZERO);
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}
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