Created
November 23, 2024 20:13
-
-
Save lotus128/d3e3970fa17d7f7ae0614522571e39c1 to your computer and use it in GitHub Desktop.
step down character controller
This file contains hidden or bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
| /// Determine the next "step down" stage surface for a character. | |
| /// | |
| /// # Parameters | |
| pub fn get_step_down_floor( | |
| rapier_context: &RapierContext, | |
| query_filter: QueryFilter, | |
| root_source_translation: Vec3, | |
| root_source_rotation: Quat, | |
| wall_cast_origin_local_neg_y: f32, | |
| wall_cast_distance: f32, | |
| wall_cast_max_angle: f32, | |
| floor_cast_origin_local_pos_y: f32, | |
| floor_cast_distance: f32, | |
| floor_cast_max_angle: f32, | |
| ) -> Option<StageSurfaceData> { | |
| let first_wall_cast_direction = root_source_rotation * Dir3::Z; | |
| let first_wall_cast_origin = root_source_translation | |
| + (root_source_rotation * Dir3::NEG_Y * wall_cast_origin_local_neg_y); | |
| let first_wall_cast_hit_option = rapier_context.cast_ray_and_get_normal( | |
| first_wall_cast_origin, | |
| *first_wall_cast_direction, | |
| wall_cast_distance, | |
| false, | |
| query_filter, | |
| ); | |
| // return none if raycast did not hit boundary | |
| let Some((_wall_cast_hit_entity, first_wall_cast_hit_result)) = | |
| first_wall_cast_hit_option | |
| else { | |
| return None; | |
| }; | |
| let wall_cast_angle = Vec3::angle_between( | |
| *first_wall_cast_direction, | |
| -first_wall_cast_hit_result.normal, | |
| ); | |
| if wall_cast_angle > wall_cast_max_angle { | |
| return None; | |
| } | |
| // return none if raycast end inside collider (ie, did not hit wall boundary) | |
| if first_wall_cast_hit_result.time_of_impact == wall_cast_distance { | |
| return None; | |
| } | |
| let wall_cast_destination = | |
| root_source_translation + first_wall_cast_direction * wall_cast_distance; | |
| let floor_cast_origin = wall_cast_destination | |
| + root_source_rotation * Dir3::Y * floor_cast_origin_local_pos_y; | |
| let floor_cast_direction = root_source_rotation * Dir3::NEG_Y; | |
| let floor_cast_hit_option = rapier_context.cast_ray_and_get_normal( | |
| floor_cast_origin, | |
| *floor_cast_direction, | |
| floor_cast_distance, | |
| true, | |
| query_filter, | |
| ); | |
| let Some((floor_cast_hit_entity, floor_cast_hit_result)) = | |
| floor_cast_hit_option | |
| else { | |
| return None; | |
| }; | |
| if floor_cast_hit_result.time_of_impact == 0.0 { | |
| return None; | |
| } | |
| let floor_cast_hit_normal = Dir3::new_unchecked(floor_cast_hit_result.normal); | |
| let floor_cast_hit_angle = | |
| Vec3::angle_between(-*floor_cast_direction, *floor_cast_hit_normal); | |
| if floor_cast_hit_angle > floor_cast_max_angle { | |
| return None; | |
| } | |
| let result = Some(StageSurfaceData { | |
| entity: floor_cast_hit_entity, | |
| normal: floor_cast_hit_normal, | |
| translation: floor_cast_hit_result.point, | |
| }); | |
| return result; | |
| } |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment