Fix climbing small slopes when autostepping is disabled

This commit is contained in:
Sébastien Crozet
2023-02-26 17:49:16 +01:00
parent dd195a4720
commit 798d764fc1

View File

@@ -258,16 +258,7 @@ impl KinematicCharacterController {
&mut result,
) {
// No stairs, try to move along slopes.
if let Some(translation_on_slope) =
self.handle_slopes(&toi, &translation_remaining)
{
translation_remaining = translation_on_slope;
} else if allowed_dist.abs() < 1.0e5 {
// No slopes or stairs ahead, but we didn't move yet; try to move along obstacle.
let allowed_translation = subtract_hit(translation_remaining, &toi);
result.translation += allowed_translation;
translation_remaining -= allowed_translation;
}
translation_remaining = self.handle_slopes(&toi, &translation_remaining);
}
} else {
// No interference along the path.
@@ -481,31 +472,30 @@ impl KinematicCharacterController {
false
}
fn handle_slopes(
&self,
hit: &TOI,
translation_remaining: &Vector<Real>,
) -> Option<Vector<Real>> {
fn handle_slopes(&self, hit: &TOI, translation_remaining: &Vector<Real>) -> Vector<Real> {
let [vertical_translation, horizontal_translation] =
self.split_into_components(translation_remaining);
let [vertical_slope_translation, horizontal_slope_translation] =
[vertical_translation, horizontal_translation]
.map(|remaining| subtract_hit(remaining, hit));
let slope_translation = horizontal_slope_translation + vertical_slope_translation;
let slope_translation = subtract_hit(*translation_remaining, hit);
// Check if there is a slope to climb.
let angle_with_floor = self.up.angle(&hit.normal1);
let climbing = self.up.dot(&slope_translation) >= 0.0;
// We are climbing if the movement along the slope goes upward, and the angle with the
// floor is smaller than pi/2 (in which case we hit some some sort of ceiling).
//
// NOTE: part of the slope will already be handled by auto-stepping if it was enabled.
// Therefore, `climbing` may not always be `true` when climbing on a slope at
// slow speed.
let climbing = self.up.dot(&slope_translation) >= 0.0 && self.up.dot(&hit.normal1) > 0.0;
if climbing {
// Are we allowed to climb?
(angle_with_floor <= self.max_slope_climb_angle).then_some(horizontal_translation)
}
// Are we allowed to slide?
else if angle_with_floor >= self.min_slope_slide_angle {
Some(slope_translation)
if climbing && angle_with_floor >= self.max_slope_climb_angle {
// Prevent horizontal movement from pushing through the slope.
vertical_translation
} else if !climbing && angle_with_floor <= self.min_slope_slide_angle {
// Prevent the vertical movement from sliding down.
horizontal_translation
} else {
Some(horizontal_translation)
// Let it slide
slope_translation
}
}