feat: change the character controller’s solve_character_collision_impulses to take multiple CharacterCollision (#646)
* character controller: solve multiple collisions * add solve multiple collisions to changelog * chore: apply review comments --------- Co-authored-by: Sébastien Crozet <sebcrozet@dimforge.com>
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@@ -811,19 +811,16 @@ impl<'a, 'b, 'c, 'd, 'e, 'f> Testbed<'a, 'b, 'c, 'd, 'e, 'f> {
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QueryFilter::new().exclude_rigid_body(character_handle),
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|c| collisions.push(c),
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);
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for collision in &collisions {
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controller.solve_character_collision_impulses(
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phx.integration_parameters.dt,
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&mut phx.bodies,
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&phx.colliders,
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&phx.query_pipeline,
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character_collider.shape(),
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character_mass,
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collision,
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QueryFilter::new().exclude_rigid_body(character_handle),
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)
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}
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controller.solve_character_collision_impulses(
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phx.integration_parameters.dt,
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&mut phx.bodies,
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&phx.colliders,
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&phx.query_pipeline,
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character_collider.shape(),
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character_mass,
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collisions,
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QueryFilter::new().exclude_rigid_body(character_handle),
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);
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let character_body = &mut phx.bodies[character_handle];
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let pos = character_body.position();
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