MASSIVE Kinematic Character Controller Update

- NEW kinematic character controller powered by rapier3d at kinematic_character_controller.rs
- NEW camera modes. The ability to switch between the free debug camera and new character controller.
- NEW keybinds system to support the camera mode swap
This commit is contained in:
reo 2025-10-26 18:29:59 +03:00
parent 8b5a6167eb
commit 713d865dd7
12 changed files with 323 additions and 26 deletions

View file

@ -1,14 +1,14 @@
mod systems;
use std::fmt::format;
use glam::{Quat, Vec3};
use rapier3d::dynamics::RigidBodyType;
use rapier3d::dynamics::{CoefficientCombineRule, RigidBodyType};
use rapier3d::prelude::ColliderBuilder;
use raidillon_engine::{Engine, system::System, EngineResources};
use raidillon_engine::{Engine, system::System, EngineResources, InputState};
use raidillon_engine::system::SystemContext;
use raidillon_platform::{Platform, Camera, PlatformContext};
use raidillon_assets::model_path;
use raidillon_core::engine::EngineTrait;
use raidillon_ecs::components::{ModelHandle, RigidBodyComponent};
use raidillon_ecs::components::{CameraMode, CharacterBodyComponent, ModelHandle, RigidBodyComponent};
use raidillon_ecs::Transform;
use raidillon_core::scene::Scene;
#[cfg(feature = "glium")]
@ -18,8 +18,9 @@ use winit::event::DeviceEvent::MouseMotion;
use winit::keyboard::{KeyCode, PhysicalKey};
use raidillon_core::DebugUIBuffer;
use raidillon_engine::systems::fps_camera::FPSDebugCameraSystem;
use raidillon_glium::RenderingSystem;
use raidillon_physics::Physics;
use crate::systems::PhysicsSystem;
use crate::systems::{KeybindsSystem, KinematicCharacterController, PhysicsSystem};
const TEST_GLTF: &str = "sphere.glb";
const PLANE_GLTF: &str = "plane.glb";
@ -50,7 +51,7 @@ struct RenderingTestSystem;
impl System for RenderingTestSystem {
fn load_world(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().expect("PlatformContext missing").clone();
let physics = res.get_mut::<Physics>().expect("Physics missing");
let physics = scene.resources.get_mut::<Physics>().expect("Physics missing");
// Spawn Sphere
{
@ -59,7 +60,10 @@ impl System for RenderingTestSystem {
rotation: Quat::IDENTITY,
scale: Vec3::new(1.0, 1.0, 1.0),
};
let collider = ColliderBuilder::ball(1.0).build();
let collider = ColliderBuilder::ball(1.0)
.restitution(0.7)
.restitution_combine_rule(CoefficientCombineRule::Max)
.build();
let rb_handle = physics.add_rigid_body(RigidBodyType::Dynamic, tr, collider);
pctx.asset_manager.borrow_mut().load_gltf(TEST_GLTF, &model_path(TEST_GLTF));
scene.world.spawn((
@ -84,16 +88,32 @@ impl System for RenderingTestSystem {
RigidBodyComponent(rb_handle),
));
}
scene.world.spawn((Camera {
eye: Vec3::new(0.0, 2.0, 3.0),
center: Vec3::ZERO,
up: Vec3::Y,
fovy: 60_f32.to_radians(),
aspect: pctx.frame_width / pctx.frame_height,
znear: 0.1,
zfar: 100.0},
CameraMode::default(),
));
}
fn frame_update(&mut self, res: &mut EngineResources, scene: &mut Scene) {
let pctx = res.get::<PlatformContext>().unwrap();
let input = res.get::<InputState>().unwrap();
let dbg_ui = scene.resources.get_mut::<DebugUIBuffer>().unwrap();
dbg_ui.text("Hello World!".to_owned());
dbg_ui.text(format!("Frame Delta: {}", pctx.time_ctx.frame_dt));
dbg_ui.text(format!("Fixed Delta: {}", pctx.time_ctx.fixed_dt));
dbg_ui.text(format!("FPS: {}", 1.0 / pctx.time_ctx.frame_dt));
for (_ent, (tr, ch_component)) in scene.world.query::<(&Transform, &CharacterBodyComponent)>().iter() {
dbg_ui.text(format!("Character POS: {}", tr.translation));
}
}
}
@ -101,7 +121,8 @@ fn main() {
let mut engine = Engine::new();
// Define systems
engine.system_manager.add::<PhysicsSystem>();
engine.system_manager.add::<FPSDebugCameraSystem>();
engine.system_manager.add::<KeybindsSystem>();
engine.system_manager.add::<KinematicCharacterController>();
engine.system_manager.add::<RenderingTestSystem>();
engine.system_manager.add::<UpdateAspectRatioSystem>();
// engine.system_manager.add::<InputTestSystem>();