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rapier/examples3d/utils/character.rs

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use rapier3d::{
control::{CharacterLength, KinematicCharacterController, PidController},
prelude::*,
};
use rapier_testbed3d::{
ui::egui::{Align2, ComboBox, Slider, Ui, Window},
KeyCode, PhysicsState, TestbedGraphics,
};
#[derive(PartialEq, Eq, Clone, Copy, Debug)]
pub enum CharacterControlMode {
Kinematic,
Pid,
}
pub fn update_character(
graphics: &mut TestbedGraphics,
physics: &mut PhysicsState,
control_mode: &mut CharacterControlMode,
controller: &mut KinematicCharacterController,
pid: &mut PidController,
character_handle: RigidBodyHandle,
) {
let prev_control_mode = *control_mode;
character_control_ui(graphics, controller, pid, control_mode);
if *control_mode != prev_control_mode {
match control_mode {
CharacterControlMode::Kinematic => physics.bodies[character_handle]
.set_body_type(RigidBodyType::KinematicPositionBased, false),
CharacterControlMode::Pid => {
physics.bodies[character_handle].set_body_type(RigidBodyType::Dynamic, true)
}
}
}
match *control_mode {
CharacterControlMode::Kinematic => {
update_kinematic_controller(graphics, physics, character_handle, controller)
}
CharacterControlMode::Pid => {
update_pid_controller(graphics, physics, character_handle, pid)
}
}
}
fn character_movement_from_inputs(
gfx: &TestbedGraphics,
mut speed: Real,
artificial_gravity: bool,
) -> Vector<Real> {
let mut desired_movement = Vector::zeros();
let rot = gfx.camera_rotation();
let mut rot_x = rot * Vector::x();
let mut rot_z = rot * Vector::z();
rot_x.y = 0.0;
rot_z.y = 0.0;
for key in gfx.keys().get_pressed() {
match *key {
KeyCode::ArrowRight => {
desired_movement += rot_x;
}
KeyCode::ArrowLeft => {
desired_movement -= rot_x;
}
KeyCode::ArrowUp => {
desired_movement -= rot_z;
}
KeyCode::ArrowDown => {
desired_movement += rot_z;
}
KeyCode::Space => {
desired_movement += Vector::y() * 2.0;
}
KeyCode::ControlRight => {
desired_movement -= Vector::y();
}
KeyCode::ShiftLeft => {
speed /= 10.0;
}
_ => {}
}
}
desired_movement *= speed;
if artificial_gravity {
desired_movement -= Vector::y() * speed;
}
desired_movement
}
fn update_pid_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
pid: &mut PidController,
) {
let desired_movement = character_movement_from_inputs(gfx, 0.1, false);
let character_body = &mut phx.bodies[character_handle];
// Adjust the controlled axis depending on the keys pressed by the user.
// - If the user is jumping, enable control over Y.
// - If the user isnt pressing any key, disable all linear controls to let
// gravity/collision do their thing freely.
let mut axes = AxesMask::ANG_X | AxesMask::ANG_Y | AxesMask::ANG_Z;
if desired_movement.norm() != 0.0 {
axes |= if desired_movement.y == 0.0 {
AxesMask::LIN_X | AxesMask::LIN_Z
} else {
AxesMask::LIN_X | AxesMask::LIN_Z | AxesMask::LIN_Y
}
};
pid.set_axes(axes);
let corrective_vel = pid.rigid_body_correction(
phx.integration_parameters.dt,
character_body,
(character_body.translation() + desired_movement).into(),
RigidBodyVelocity::zero(),
);
let new_vel = *character_body.vels() + corrective_vel;
character_body.set_vels(new_vel, true);
}
fn update_kinematic_controller(
gfx: &mut TestbedGraphics,
phx: &mut PhysicsState,
character_handle: RigidBodyHandle,
controller: &KinematicCharacterController,
) {
let speed = 0.1;
let desired_movement = character_movement_from_inputs(gfx, speed, true);
let character_body = &phx.bodies[character_handle];
let character_collider = &phx.colliders[character_body.colliders()[0]];
let character_mass = character_body.mass();
let mut collisions = vec![];
let mvt = controller.move_shape(
phx.integration_parameters.dt,
&phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_collider.position(),
desired_movement.cast::<Real>(),
QueryFilter::new().exclude_rigid_body(character_handle),
|c| collisions.push(c),
);
if mvt.grounded {
gfx.set_body_color(character_handle, [0.1, 0.8, 0.1]);
} else {
gfx.set_body_color(character_handle, [0.8, 0.1, 0.1]);
}
controller.solve_character_collision_impulses(
phx.integration_parameters.dt,
&mut phx.bodies,
&phx.colliders,
&phx.query_pipeline,
character_collider.shape(),
character_mass,
&*collisions,
QueryFilter::new().exclude_rigid_body(character_handle),
);
let character_body = &mut phx.bodies[character_handle];
let pose = character_body.position();
character_body.set_next_kinematic_translation(pose.translation.vector + mvt.translation);
}
fn character_control_ui(
gfx: &mut TestbedGraphics,
character_controller: &mut KinematicCharacterController,
pid_controller: &mut PidController,
control_mode: &mut CharacterControlMode,
) {
Window::new("Character Control")
.anchor(Align2::RIGHT_TOP, [-15.0, 15.0])
.show(gfx.ui_context_mut().ctx_mut(), |ui| {
ComboBox::from_label("control mode")
.selected_text(format!("{:?}", *control_mode))
.show_ui(ui, |ui| {
ui.selectable_value(control_mode, CharacterControlMode::Kinematic, "Kinematic");
ui.selectable_value(control_mode, CharacterControlMode::Pid, "Pid");
});
match control_mode {
CharacterControlMode::Kinematic => {
kinematic_control_ui(ui, character_controller);
}
CharacterControlMode::Pid => {
pid_control_ui(ui, pid_controller);
}
}
});
}
fn pid_control_ui(ui: &mut Ui, pid_controller: &mut PidController) {
let mut lin_kp = pid_controller.pd.lin_kp.x;
let mut lin_ki = pid_controller.lin_ki.x;
let mut lin_kd = pid_controller.pd.lin_kd.x;
let mut ang_kp = pid_controller.pd.ang_kp.x;
let mut ang_ki = pid_controller.ang_ki.x;
let mut ang_kd = pid_controller.pd.ang_kd.x;
ui.add(Slider::new(&mut lin_kp, 0.0..=100.0).text("linear Kp"));
ui.add(Slider::new(&mut lin_ki, 0.0..=10.0).text("linear Ki"));
ui.add(Slider::new(&mut lin_kd, 0.0..=1.0).text("linear Kd"));
ui.add(Slider::new(&mut ang_kp, 0.0..=100.0).text("angular Kp"));
ui.add(Slider::new(&mut ang_ki, 0.0..=10.0).text("angular Ki"));
ui.add(Slider::new(&mut ang_kd, 0.0..=1.0).text("angular Kd"));
pid_controller.pd.lin_kp.fill(lin_kp);
pid_controller.lin_ki.fill(lin_ki);
pid_controller.pd.lin_kd.fill(lin_kd);
pid_controller.pd.ang_kp.fill(ang_kp);
pid_controller.ang_ki.fill(ang_ki);
pid_controller.pd.ang_kd.fill(ang_kd);
}
fn kinematic_control_ui(ui: &mut Ui, character_controller: &mut KinematicCharacterController) {
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"));
}
}
}
}