switch to rapier character controller

it already supports custom gravity and custom up direction
This commit is contained in:
2025-06-23 21:20:42 -04:00
parent be745273e2
commit de8d52ff84
9 changed files with 119 additions and 163 deletions

View File

@@ -1,5 +1,5 @@
use avian3d::prelude::*;
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
#[derive(Component, Reflect, Clone, Copy)]
#[require(

View File

@@ -1,3 +1,3 @@
pub mod camera;
pub mod character_controller;
// pub mod character_controller;
pub mod tags;

View File

@@ -1,7 +1,5 @@
use avian3d::prelude::{
Collider, ExternalForce, GravityScale, LinearVelocity, LockedAxes, Mass, RayCaster, RayHits, RigidBody,
};
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use crate::components::character_controller::{
CharacterController, CharacterMotion, CharacterRotation, GravityDirection,
@@ -28,10 +26,9 @@ fn setup_hooks(world: &mut World) {
let mut commands = world.commands();
let mut entity_commands = commands.entity(ctx.entity);
entity_commands.insert((
RigidBody::Kinematic,
Collider::capsule(radius, height),
ExternalForce::ZERO.with_persistence(false),
RayCaster::new(Vec3::ZERO, Dir3::NEG_Y).with_max_distance(1.0),
RigidBody::KinematicPositionBased,
Collider::capsule_y(radius, height),
ExternalForce::default(),
));
});
}

View File

@@ -1,18 +1,15 @@
use avian3d::{PhysicsPlugins, prelude::*};
use bevy::{
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use crate::{
components::{
camera::{CameraPitch, CameraRoot, FollowCam, MainCamera, Unfocused},
character_controller::CharacterController,
tags::{Player, Ship},
},
plugins::*,
};
// use bevy_rapier3d::prelude::*;
use bevy::{
prelude::*,
window::{CursorGrabMode, PrimaryWindow},
};
use bevy_rapier3d::prelude::*;
#[derive(Default)]
pub struct GamePlugin;
@@ -24,14 +21,13 @@ impl Plugin for GamePlugin {
// ShipPlugin,
TypesPlugin,
PlayerPlugin,
CharacterControllerPlugin,
// CharacterControllerPlugin,
));
app.add_plugins((
PhysicsPlugins::default(),
RapierPhysicsPlugin::<NoUserData>::default(),
#[cfg(feature = "dev-phys")]
PhysicsDebugPlugin::default(),
RapierDebugRenderPlugin::default(),
));
app.insert_resource(Gravity::ZERO);
app.add_systems(Startup, (setup_scene).chain());
app.add_systems(Update, camera_toggle);
@@ -43,18 +39,17 @@ fn setup_scene(
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<StandardMaterial>>,
mut window: Single<&mut Window, With<PrimaryWindow>>,
mut gravity: ResMut<Gravity>,
) {
gravity.0 = Vec3::ZERO;
// window.cursor_options.visible = false;
// window.cursor_options.grab_mode = CursorGrabMode::Locked;
let player = commands
.spawn((
Name::new("Player"),
CharacterController::default(),
Player,
Collider::capsule_y(0.5, 0.5),
RigidBody::KinematicPositionBased,
KinematicCharacterController::default(),
Mesh3d(meshes.add(Capsule3d::new(0.5, 1.0))),
MeshMaterial3d(materials.add(Color::linear_rgb(1.0, 0.0, 0.2))),
Transform::from_translation(Vec3::new(0.0, 10.0, 10.0)),
@@ -96,7 +91,7 @@ fn setup_scene(
Mesh3d(cube),
MeshMaterial3d(material),
Transform::default(),
RigidBody::Static,
RigidBody::Fixed,
Collider::cuboid(100.0, 0.1, 100.0),
));
}
@@ -117,8 +112,8 @@ fn spawn_ship(
MeshMaterial3d(material.clone()),
Name::new("Ship"),
Ship,
LinearDamping::default(),
AngularDamping::default(),
Velocity::zero(),
Damping::default(),
Transform::from_xyz(0.0, 1.0, 0.0),
RigidBody::Dynamic,
children![

View File

@@ -1,4 +1,4 @@
mod character_controller;
// mod character_controller;
mod follow_cam;
mod free_cam;
mod game;
@@ -7,7 +7,7 @@ mod ship;
mod ship_cam;
mod types;
pub use character_controller::*;
// pub use character_controller::*;
pub use follow_cam::*;
pub use free_cam::*;
pub use game::*;

View File

@@ -1,6 +1,7 @@
use bevy::prelude::*;
use bevy_rapier3d::prelude::*;
use crate::components::{character_controller::CharacterMotion, tags::Player};
use crate::components::tags::Player;
pub struct PlayerPlugin;
@@ -10,7 +11,12 @@ impl Plugin for PlayerPlugin {
}
}
fn keyboard_input(key: Res<ButtonInput<KeyCode>>, mut player: Single<&mut CharacterMotion, With<Player>>) {
fn keyboard_input(
key: Res<ButtonInput<KeyCode>>,
mut player: Single<(&mut KinematicCharacterController, &mut Transform), With<Player>>,
time: Res<Time>,
) {
let (mut controller, mut transform) = player.into_inner();
let mut move_vec = Vec3::ZERO;
if key.pressed(KeyCode::KeyW) {
@@ -25,5 +31,15 @@ fn keyboard_input(key: Res<ButtonInput<KeyCode>>, mut player: Single<&mut Charac
move_vec.x = 1.0;
}
player.0 = move_vec;
let angle = if key.pressed(KeyCode::KeyQ) {
-0.1
} else if key.pressed(KeyCode::KeyE) {
0.1
} else {
0.0
};
transform.rotate_z(angle * time.delta_secs());
controller.up = transform.up().as_vec3();
move_vec += transform.down().as_vec3();
controller.translation = Some(move_vec * time.delta_secs());
}

View File

@@ -1,5 +1,5 @@
use avian3d::prelude::*;
use bevy::{input::mouse::MouseMotion, prelude::*};
use bevy_rapier3d::prelude::*;
use crate::{components::tags::Ship, utils::input::get_mouse_delta};
@@ -14,21 +14,12 @@ impl Plugin for ShipPlugin {
}
fn ship_controls(
ship_query: Single<
(
&Transform,
&mut LinearVelocity,
&mut AngularVelocity,
&mut LinearDamping,
&mut AngularDamping,
),
With<Ship>,
>,
ship_query: Single<(&Transform, &mut Velocity, &mut Damping), With<Ship>>,
key: Res<ButtonInput<KeyCode>>,
time: Res<Time>,
mouse_motion: EventReader<MouseMotion>,
) {
let (transform, mut vel, mut ang, mut ldamp, mut adamp) = ship_query.into_inner();
let (transform, mut vel, mut damp) = ship_query.into_inner();
let mut move_vec = Vec3::ZERO;
@@ -51,11 +42,11 @@ fn ship_controls(
}
if key.pressed(KeyCode::ControlLeft) {
ldamp.0 = 0.8;
adamp.0 = 0.8;
damp.linear_damping = 0.8;
damp.angular_damping = 0.8;
} else {
ldamp.0 = 0.0;
adamp.0 = 0.0;
damp.linear_damping = 0.0;
damp.angular_damping = 0.0;
}
const ROLL_SPEED: f32 = 1.0;
@@ -79,11 +70,11 @@ fn ship_controls(
let roll = Vec3::NEG_Z * mouse_input.x;
let pitch = Vec3::X * mouse_input.y;
ang.0 += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
vel.angvel += (transform.rotation * (roll + yaw + pitch)) * time.delta_secs();
move_vec = transform.rotation * move_vec.normalize_or_zero();
vel.0 += move_vec * time.delta_secs();
vel.linvel += move_vec * time.delta_secs();
}
#[cfg(feature = "dev-viz")]