Tweak prediction

This commit is contained in:
Jan Nils Ferner
2023-01-27 17:12:49 +01:00
parent de42b77971
commit 014bbba042

View File

@@ -330,18 +330,18 @@ impl KinematicCharacterController {
if let Some(snap_distance) = self.snap_to_ground {
if result.translation.dot(&self.up) < 1.0e-5 {
let snap_distance = snap_distance.eval(dims.y);
let offset = self.offset.eval(dims.y);
if let Some((hit_handle, hit)) = queries.cast_shape(
bodies,
colliders,
character_pos,
&-self.up,
character_shape,
snap_distance,
snap_distance + offset,
false,
filter,
) {
// Apply the snap.
let offset = self.offset.eval(dims.y);
let snap_distance = hit.toi - offset;
if snap_distance.abs() > 1.0e-5 {
result.translation -= *self.up * snap_distance;
@@ -356,7 +356,7 @@ impl KinematicCharacterController {
}
fn predict_ground(&self, up_extends: Real) -> Real {
self.offset.eval(up_extends) * 1.4
self.offset.eval(up_extends) * 1.3
}
fn detect_grounded_status_and_apply_friction(