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character controller example: added 2 slopes to test max/min slopes #532

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59 changes: 45 additions & 14 deletions bevy_rapier3d/examples/character_controller3.rs
Original file line number Diff line number Diff line change
Expand Up @@ -54,9 +54,11 @@ pub fn setup_player(mut commands: Commands) {
// Automatically slide down on slopes smaller than 30 degrees.
min_slope_slide_angle: 30.0_f32.to_radians(),
apply_impulse_to_dynamic_bodies: true,
snap_to_ground: None,
snap_to_ground: Some(CharacterLength::Relative(0.5f32)),
..default()
},
GroundedTimer::default(),
VerticalMovement::default(),
))
.with_children(|b| {
// FPS Camera
Expand All @@ -74,6 +76,26 @@ fn setup_map(mut commands: Commands) {
let ground_size = 50.0;
let ground_height = 0.1;

/*
* Sliding platform
*/
commands.spawn((
TransformBundle::from(
Transform::from_xyz(-10f32, -ground_height, 0.0)
.with_rotation(Quat::from_axis_angle(Vec3::X, 40f32.to_radians())),
),
Collider::cuboid(5f32, ground_height, 5f32),
));
/*
* Cannot climb platform
*/
commands.spawn((
TransformBundle::from(
Transform::from_xyz(0.0, -ground_height, 0.0)
.with_rotation(Quat::from_axis_angle(Vec3::X, 50f32.to_radians())),
),
Collider::cuboid(5f32, ground_height, 5f32),
));
commands.spawn((
TransformBundle::from(Transform::from_xyz(0.0, -ground_height, 0.0)),
Collider::cuboid(ground_size, ground_height, ground_size),
Expand Down Expand Up @@ -129,6 +151,11 @@ struct MovementInput(Vec3);
#[derive(Default, Resource, Deref, DerefMut)]
struct LookInput(Vec2);

#[derive(Component, Reflect, Debug, Default)]
pub struct GroundedTimer(pub f32);
#[derive(Component, Reflect, Debug, Default)]
pub struct VerticalMovement(pub f32);

fn handle_input(
keyboard: Res<ButtonInput<KeyCode>>,
mut movement: ResMut<MovementInput>,
Expand Down Expand Up @@ -169,11 +196,13 @@ fn player_movement(
&mut Transform,
&mut KinematicCharacterController,
Option<&KinematicCharacterControllerOutput>,
&mut VerticalMovement,
&mut GroundedTimer,
)>,
mut vertical_movement: Local<f32>,
mut grounded_timer: Local<f32>,
) {
let Ok((transform, mut controller, output)) = player.get_single_mut() else {
let Ok((transform, mut controller, output, mut vertical_movement, mut grounded_timer)) =
player.get_single_mut()
else {
return;
};
let delta_time = time.delta_seconds();
Expand All @@ -182,22 +211,24 @@ fn player_movement(
let jump_speed = input.y * JUMP_SPEED;
// Clear input
**input = Vec3::ZERO;
// Check physics ground check
if output.map(|o| o.grounded).unwrap_or(false) {
*grounded_timer = GROUND_TIMER;
*vertical_movement = 0.0;
if let Some(output) = output {
// Check physics ground check
if output.grounded {
grounded_timer.0 = GROUND_TIMER;
vertical_movement.0 = 0.0;
}
}
// If we are grounded we can jump
if *grounded_timer > 0.0 {
*grounded_timer -= delta_time;
if grounded_timer.0 > 0.0 {
grounded_timer.0 -= delta_time;
// If we jump we clear the grounded tolerance
if jump_speed > 0.0 {
*vertical_movement = jump_speed;
*grounded_timer = 0.0;
vertical_movement.0 = jump_speed;
grounded_timer.0 = 0.0;
}
}
movement.y = *vertical_movement;
*vertical_movement += GRAVITY * delta_time * controller.custom_mass.unwrap_or(1.0);
movement.y = vertical_movement.0;
vertical_movement.0 += GRAVITY * delta_time * controller.custom_mass.unwrap_or(1.0);
controller.translation = Some(transform.rotation * (movement * delta_time));
}

Expand Down