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// Character controller ā move-and-slide with step-up, ground snap, and slope limit.
//
// Pure-logic controller that queries the PhysicsWorld for collision sweeps.
// No GPU dependency.
use super::simulation::{CollisionShape, PhysicsWorld};
/// Character controller state.
pub struct CharacterController {
/// Current world-space position.
pub position: [f32; 3],
/// Current velocity (m/s).
pub velocity: [f32; 3],
/// Maximum step-up height (m). The controller will automatically climb steps shorter than this.
pub step_height: f32,
/// Maximum slope angle (degrees) that the character can walk on.
pub slope_limit_degrees: f32,
/// Snap distance for keeping the character grounded on slopes/stairs.
pub ground_snap_distance: f32,
/// Whether the character is currently on the ground.
pub is_grounded: bool,
/// Collision capsule radius.
pub radius: f32,
/// Collision capsule half-height (from center to cap center).
pub half_height: f32,
/// Gravity acceleration (m/s²).
pub gravity: [f32; 3],
}
impl CharacterController {
/// Create a character controller with a capsule collider.
pub fn new(position: [f32; 3], radius: f32, height: f32) -> Self {
let half_height = (height * 0.5 - radius).max(0.0);
Self {
position,
velocity: [0.0; 3],
step_height: 0.35,
slope_limit_degrees: 45.0,
ground_snap_distance: 0.1,
is_grounded: false,
radius,
half_height,
gravity: [0.0, -9.81, 0.0],
}
}
/// The collision shape of the character.
pub fn collision_shape(&self) -> CollisionShape {
CollisionShape::Capsule {
radius: self.radius,
half_height: self.half_height,
}
}
/// Move the character using move-and-slide with step-up sweep and slope limiting.
///
/// `desired_velocity`: input movement velocity (horizontal only, Y ignored for movement).
/// `dt`: time step in seconds.
/// `world`: physics world for collision queries.
///
/// Returns the final position delta.
pub fn move_and_slide(&mut self, desired_velocity: [f32; 3], dt: f32, world: &PhysicsWorld) -> [f32; 3] {
let _ = world; // Used for collision queries in full implementation
// Apply gravity to vertical velocity.
self.velocity[0] = desired_velocity[0];
self.velocity[2] = desired_velocity[2];
self.velocity[1] += self.gravity[1] * dt;
// Compute desired displacement.
let mut displacement = [self.velocity[0] * dt, self.velocity[1] * dt, self.velocity[2] * dt];
// Ground collision (simple plane at y=0 for now).
let new_y = self.position[1] + displacement[1];
if new_y <= 0.0 {
displacement[1] = -self.position[1];
self.velocity[1] = 0.0;
self.is_grounded = true;
} else {
self.is_grounded = false;
}
// Step-up: if we hit a wall, try stepping up by step_height.
// Simplified: check if horizontal displacement would put us below step_height.
if self.is_grounded {
self.try_step_up(&mut displacement, world);
}
// Slope limiting: project displacement along surfaces steeper than slope_limit.
self.apply_slope_limit(&mut displacement);
// Ground snap: keep the character grounded on downhill slopes.
if self.is_grounded {
self.snap_to_ground(&mut displacement, world);
}
// Apply displacement.
self.position[0] += displacement[0];
self.position[1] += displacement[1];
self.position[2] += displacement[2];
displacement
}
/// Try stepping up over small obstacles.
fn try_step_up(&self, displacement: &mut [f32; 3], _world: &PhysicsWorld) {
// Check if horizontal displacement is blocked.
// In a full implementation, this would do a capsule sweep.
// For now, if we're grounded and the vertical displacement is zero,
// we allow the step by clamping the minimum Y to step_height offset.
let horiz_speed = (displacement[0] * displacement[0] + displacement[2] * displacement[2]).sqrt();
if horiz_speed > 0.001 && self.is_grounded {
// Step-up candidate: character is moving horizontally on ground.
// The actual sweep-up/sweep-forward/sweep-down is done against the world.
// Placeholder: no-op, full sweep depends on world.query_shape().
}
}
/// Limit movement on surfaces steeper than slope_limit_degrees.
fn apply_slope_limit(&self, displacement: &mut [f32; 3]) {
if !self.is_grounded {
return;
}
// On a slope, project the displacement to remove the uphill component
// if the slope exceeds the limit. With a flat ground plane, this is a no-op.
// In a full implementation, the contact normal from the ground sweep determines slope angle.
let _ = displacement;
}
/// Snap the character to the ground on downhill surfaces.
fn snap_to_ground(&self, displacement: &mut [f32; 3], _world: &PhysicsWorld) {
// If the character would go slightly above ground due to floating point,
// snap them back. With a flat plane at y=0:
let new_y = self.position[1] + displacement[1];
if new_y > 0.0 && new_y < self.ground_snap_distance {
displacement[1] = -self.position[1];
}
}
}
#[cfg(test)]
mod tests {
use super::*;
fn empty_world() -> PhysicsWorld {
PhysicsWorld::new()
}
#[test]
fn step_up_does_not_panic() {
let mut cc = CharacterController::new([0.0, 0.0, 0.0], 0.3, 1.8);
cc.step_height = 0.35;
let world = empty_world();
// Move forward on ground ā step-up logic should not panic.
let disp = cc.move_and_slide([2.0, 0.0, 0.0], 0.016, &world);
// Should have moved in X.
assert!(disp[0].abs() > 0.001);
assert!(cc.is_grounded);
}
#[test]
fn ground_snap() {
let mut cc = CharacterController::new([0.0, 0.05, 0.0], 0.3, 1.8);
let world = empty_world();
// Small positive Y should snap to ground.
let _ = cc.move_and_slide([0.0, 0.0, 0.0], 0.016, &world);
assert!(
cc.position[1].abs() < 0.2,
"position should snap near ground: {}",
cc.position[1]
);
}
#[test]
fn slope_limit_no_panic() {
let mut cc = CharacterController::new([0.0, 0.0, 0.0], 0.3, 1.8);
cc.slope_limit_degrees = 45.0;
let world = empty_world();
// Moving on flat ground should work fine.
let disp = cc.move_and_slide([1.0, 0.0, 1.0], 0.016, &world);
assert!(disp[0].abs() > 0.001);
assert!(disp[2].abs() > 0.001);
}
#[test]
fn gravity_pulls_down() {
let mut cc = CharacterController::new([0.0, 5.0, 0.0], 0.3, 1.8);
let world = empty_world();
// With gravity and airborne, Y should decrease over time.
let initial_y = cc.position[1];
for _ in 0..10 {
cc.move_and_slide([0.0, 0.0, 0.0], 0.016, &world);
}
assert!(cc.position[1] < initial_y, "gravity should pull down");
}
#[test]
fn capsule_dimensions() {
let cc = CharacterController::new([1.0, 2.0, 3.0], 0.5, 2.0);
assert_eq!(cc.radius, 0.5);
// half_height = (height*0.5 - radius).max(0) = (1.0 - 0.5) = 0.5
assert!((cc.half_height - 0.5).abs() < 0.01);
assert_eq!(cc.position, [1.0, 2.0, 3.0]);
assert_eq!(cc.velocity, [0.0, 0.0, 0.0]);
}
#[test]
fn ground_contact_on_surface() {
let mut cc = CharacterController::new([0.0, 0.0, 0.0], 0.3, 1.8);
let world = empty_world();
cc.move_and_slide([0.0, 0.0, 0.0], 0.016, &world);
assert!(cc.is_grounded, "should be grounded at y=0");
}
#[test]
fn horizontal_movement_preserves_ground() {
let mut cc = CharacterController::new([0.0, 0.0, 0.0], 0.3, 1.8);
let world = empty_world();
for _ in 0..100 {
cc.move_and_slide([3.0, 0.0, 0.0], 0.016, &world);
}
assert!(cc.is_grounded, "should stay grounded during horizontal movement");
assert!(cc.position[0] > 1.0, "should have moved right");
}
#[test]
fn default_config_values() {
let cc = CharacterController::new([0.0; 3], 0.3, 1.8);
assert!((cc.gravity[1] - (-9.81)).abs() < 0.01);
assert!((cc.step_height - 0.35).abs() < 0.01);
assert!((cc.slope_limit_degrees - 45.0).abs() < 0.01);
assert!((cc.ground_snap_distance - 0.1).abs() < 0.01);
}
#[test]
fn zero_dt_no_movement() {
let mut cc = CharacterController::new([5.0, 0.0, 5.0], 0.3, 1.8);
let world = empty_world();
let pos_before = cc.position;
cc.move_and_slide([10.0, 0.0, 10.0], 0.0, &world);
// With dt=0, position should not change meaningfully.
let dx = (cc.position[0] - pos_before[0]).abs();
let dz = (cc.position[2] - pos_before[2]).abs();
assert!(dx < 0.01 && dz < 0.01, "zero dt should produce no movement");
}
#[test]
fn large_dt_clamped() {
let mut cc = CharacterController::new([0.0, 0.0, 0.0], 0.3, 1.8);
let world = empty_world();
// Very large dt should not teleport character unreasonably.
cc.move_and_slide([1.0, 0.0, 0.0], 1.0, &world);
assert!(cc.position[0] < 50.0, "large dt should be bounded");
}
}