Merge pull request #470 from Jeff425/sliding_down_slope_output
#465 Add is_sliding_down_slope field to EffectiveCharacterMovement
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@@ -135,6 +135,8 @@ pub struct EffectiveCharacterMovement {
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pub translation: Vector<Real>,
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/// Is the character touching the ground after applying `EffectiveKineamticMovement::translation`?
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pub grounded: bool,
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/// Is the character sliding down a slope due to slope angle being larger than `min_slope_slide_angle`?
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pub is_sliding_down_slope: bool,
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}
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impl KinematicCharacterController {
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@@ -184,6 +186,7 @@ impl KinematicCharacterController {
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let mut result = EffectiveCharacterMovement {
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translation: Vector::zeros(),
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grounded: false,
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is_sliding_down_slope: false,
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};
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let dims = self.compute_dims(character_shape);
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@@ -258,7 +261,8 @@ impl KinematicCharacterController {
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&mut result,
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) {
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// No stairs, try to move along slopes.
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translation_remaining = self.handle_slopes(&toi, &translation_remaining);
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translation_remaining =
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self.handle_slopes(&toi, &translation_remaining, &mut result);
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}
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} else {
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// No interference along the path.
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@@ -472,13 +476,19 @@ impl KinematicCharacterController {
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false
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}
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fn handle_slopes(&self, hit: &TOI, translation_remaining: &Vector<Real>) -> Vector<Real> {
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fn handle_slopes(
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&self,
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hit: &TOI,
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translation_remaining: &Vector<Real>,
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result: &mut EffectiveCharacterMovement,
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) -> Vector<Real> {
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let [vertical_translation, horizontal_translation] =
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self.split_into_components(translation_remaining);
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let slope_translation = subtract_hit(*translation_remaining, hit);
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// Check if there is a slope to climb.
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let angle_with_floor = self.up.angle(&hit.normal1);
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// We are climbing if the movement along the slope goes upward, and the angle with the
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// floor is smaller than pi/2 (in which case we hit some some sort of ceiling).
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//
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@@ -495,6 +505,7 @@ impl KinematicCharacterController {
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horizontal_translation
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} else {
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// Let it slide
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result.is_sliding_down_slope = true;
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slope_translation
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}
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}
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@@ -6,7 +6,6 @@ use crate::math::{Isometry, Point, Real, Vector};
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use crate::{dynamics::RigidBodySet, geometry::ColliderSet};
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use parry::partitioning::{QbvhDataGenerator, QbvhUpdateWorkspace};
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use parry::query::details::{
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IntersectionCompositeShapeShapeBestFirstVisitor,
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NonlinearTOICompositeShapeShapeBestFirstVisitor, PointCompositeShapeProjBestFirstVisitor,
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PointCompositeShapeProjWithFeatureBestFirstVisitor,
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RayCompositeShapeToiAndNormalBestFirstVisitor, RayCompositeShapeToiBestFirstVisitor,
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@@ -539,12 +538,16 @@ impl QueryPipeline {
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filter: QueryFilter,
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) -> Option<ColliderHandle> {
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let pipeline_shape = self.as_composite_shape(bodies, colliders, filter);
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let mut visitor = IntersectionCompositeShapeShapeBestFirstVisitor::new(
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&*self.query_dispatcher,
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shape_pos,
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&pipeline_shape,
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shape,
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);
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#[allow(deprecated)]
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// TODO: replace this with IntersectionCompositeShapeShapeVisitor when it
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// can return the shape part id.
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let mut visitor =
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parry::query::details::IntersectionCompositeShapeShapeBestFirstVisitor::new(
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&*self.query_dispatcher,
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shape_pos,
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&pipeline_shape,
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shape,
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);
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self.qbvh
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.traverse_best_first(&mut visitor)
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