Fix code inconsistencies

This commit is contained in:
Jan Nils Ferner
2023-01-27 23:58:21 +01:00
parent e7cb9bea2f
commit 337a963ce3

View File

@@ -356,7 +356,7 @@ impl KinematicCharacterController {
}
fn predict_ground(&self, up_extends: Real) -> Real {
self.offset.eval(up_extends) * 3.
self.offset.eval(up_extends) * 1.4
}
fn detect_grounded_status_and_apply_friction(
@@ -532,8 +532,10 @@ impl KinematicCharacterController {
Some(autostep) => autostep,
None => return false,
};
let min_width = autostep.min_width.eval(dims.x);
let max_height = autostep.max_height.eval(dims.y);
let offset = self.offset.eval(dims.y);
let min_width = autostep.min_width.eval(dims.x) + offset;
let max_height = autostep.max_height.eval(dims.y) + offset;
if !autostep.include_dynamic_bodies {
if colliders
@@ -592,7 +594,6 @@ impl KinematicCharacterController {
return false;
}
let offset = self.offset.eval(dims.y);
// Check that we are not getting into a ramp that is too steep
// after stepping.
if let Some((_, hit)) = queries.cast_shape(
@@ -605,13 +606,15 @@ impl KinematicCharacterController {
false,
filter,
) {
let [_vertical_slope_translation, horizontal_slope_translation] =
let [vertical_slope_translation, horizontal_slope_translation] =
self.split_into_components(translation_remaining)
.map(|remaining| subtract_hit(remaining, &hit, offset));
let slope_translation = horizontal_slope_translation + vertical_slope_translation;
let angle_with_floor = self.up.angle(&hit.normal1);
let climbing = self.up.dot(&horizontal_slope_translation) >= 0.0;
let climbing = self.up.dot(&slope_translation) >= 0.0;
if climbing && angle_with_floor > self.max_slope_climb_angle {
return false; // The target ramp is too steep.
@@ -636,16 +639,16 @@ impl KinematicCharacterController {
.unwrap_or(max_height);
// Remove the step height from the vertical part of the self.
*translation_remaining -=
*self.up * ((translation_remaining.dot(&self.up)).clamp(0.0, step_height));
let step = *self.up * step_height;
*translation_remaining -= step;
// Advance the collider on the step horizontally, to make sure further
// movement wont just get stuck on its edge.
let horizontal_nudge =
horizontal_dir * min_width.min(horizontal_dir.dot(translation_remaining));
horizontal_dir * horizontal_dir.dot(translation_remaining).min(min_width);
*translation_remaining -= horizontal_nudge;
result.translation += *self.up * step_height + horizontal_nudge;
result.translation += step + horizontal_nudge;
return true;
}