Files
esengine/thirdparty/rapier.js/testbed2d/src/demos/pidController.ts
YHH 63f006ab62 feat: 添加跨平台运行时、资产系统和UI适配功能 (#256)
* feat(platform-common): 添加WASM加载器和环境检测API

* feat(rapier2d): 新增Rapier2D WASM绑定包

* feat(physics-rapier2d): 添加跨平台WASM加载器

* feat(asset-system): 添加运行时资产目录和bundle格式

* feat(asset-system-editor): 新增编辑器资产管理包

* feat(editor-core): 添加构建系统和模块管理

* feat(editor-app): 重构浏览器预览使用import maps

* feat(platform-web): 添加BrowserRuntime和资产读取

* feat(engine): 添加材质系统和着色器管理

* feat(material): 新增材质系统和着色器编辑器

* feat(tilemap): 增强tilemap编辑器和动画系统

* feat(modules): 添加module.json配置

* feat(core): 添加module.json和类型定义更新

* chore: 更新依赖和构建配置

* refactor(plugins): 更新插件模板使用ModuleManifest

* chore: 添加第三方依赖库

* chore: 移除BehaviourTree-ai和ecs-astar子模块

* docs: 更新README和文档主题样式

* fix: 修复Rust文档测试和添加rapier2d WASM绑定

* fix(tilemap-editor): 修复画布高DPI屏幕分辨率适配问题

* feat(ui): 添加UI屏幕适配系统(CanvasScaler/SafeArea)

* fix(ecs-engine-bindgen): 添加缺失的ecs-framework-math依赖

* fix: 添加缺失的包依赖修复CI构建

* fix: 修复CodeQL检测到的代码问题

* fix: 修复构建错误和缺失依赖

* fix: 修复类型检查错误

* fix(material-system): 修复tsconfig配置支持TypeScript项目引用

* fix(editor-core): 修复Rollup构建配置添加tauri external

* fix: 修复CodeQL检测到的代码问题

* fix: 修复CodeQL检测到的代码问题
2025-12-03 22:15:22 +08:00

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import type {Testbed} from "../Testbed";
type RAPIER_API = typeof import("@dimforge/rapier2d");
export function initWorld(RAPIER: RAPIER_API, testbed: Testbed) {
let gravity = new RAPIER.Vector2(0.0, -9.81);
let world = new RAPIER.World(gravity);
// Create Ground.
let bodyDesc = RAPIER.RigidBodyDesc.fixed();
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(15.0, 0.1);
world.createCollider(colliderDesc, body);
// Dynamic cubes.
let rad = 0.5;
let num = 5;
let i, j, k;
let shift = rad * 2.5;
let center = num * rad;
let height = 5.0;
for (i = 0; i < num; ++i) {
for (k = i; k < num; ++k) {
let x = (i * shift) / 2.0 + (k - i) * shift - center;
let y = (i * shift) / 2.0 + height;
// Create dynamic cube.
let bodyDesc = RAPIER.RigidBodyDesc.dynamic().setTranslation(x, y);
let body = world.createRigidBody(bodyDesc);
let colliderDesc = RAPIER.ColliderDesc.cuboid(rad, rad / 2.0);
world.createCollider(colliderDesc, body);
}
}
// Character.
let characterDesc = RAPIER.RigidBodyDesc.dynamic()
.setTranslation(-10.0, 4.0)
.setGravityScale(10.0)
.setSoftCcdPrediction(10.0);
let character = world.createRigidBody(characterDesc);
let characterColliderDesc = RAPIER.ColliderDesc.cuboid(0.6, 1.2);
world.createCollider(characterColliderDesc, character);
let pidController = world.createPidController(
60.0,
0.0,
1.0,
RAPIER.PidAxesMask.AllAng,
);
let speed = 0.2;
let movementDirection = {x: 0.0, y: 0.0};
let targetVelocity = {x: 0.0, y: 0.0};
let targetRotation = 0.0;
let updateCharacter = () => {
if (movementDirection.x == 0.0 && movementDirection.y == 0.0) {
// Only adjust the rotation, but let translation.
pidController.setAxes(RAPIER.PidAxesMask.AllAng);
} else if (movementDirection.y == 0.0) {
// Dont control the linear Y axis so the player can fall down due to gravity.
pidController.setAxes(
RAPIER.PidAxesMask.AllAng | RAPIER.PidAxesMask.LinX,
);
} else {
pidController.setAxes(RAPIER.PidAxesMask.All);
}
let targetPoint = character.translation();
targetPoint.x += movementDirection.x;
targetPoint.y += movementDirection.y;
pidController.applyLinearCorrection(
character,
targetPoint,
targetVelocity,
);
pidController.applyAngularCorrection(character, 0.0, 0.0);
};
testbed.setWorld(world);
testbed.setpreTimestepAction(updateCharacter);
document.onkeydown = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = -speed;
if (event.key == "ArrowRight") movementDirection.x = speed;
if (event.key == " ") movementDirection.y = speed;
};
document.onkeyup = function (event: KeyboardEvent) {
if (event.key == "ArrowLeft") movementDirection.x = 0.0;
if (event.key == "ArrowRight") movementDirection.x = 0.0;
if (event.key == " ") movementDirection.y = 0.0;
};
testbed.lookAt({
target: {x: 0.0, y: -1.0},
zoom: 50.0,
});
}