Play around with offset

This commit is contained in:
Jan Nils Ferner
2023-01-26 23:47:29 +01:00
parent d6ae55b4be
commit 1482106a1e

View File

@@ -365,7 +365,7 @@ impl KinematicCharacterController {
mut kinematic_friction_translation: Option<&mut Vector<Real>>, mut kinematic_friction_translation: Option<&mut Vector<Real>>,
mut translation_remaining: Option<&mut Vector<Real>>, mut translation_remaining: Option<&mut Vector<Real>>,
) -> bool { ) -> bool {
let prediction = self.offset.eval(dims.y) * 1.0; let prediction = self.offset.eval(dims.y);
// TODO: allow custom dispatchers. // TODO: allow custom dispatchers.
let dispatcher = DefaultQueryDispatcher; let dispatcher = DefaultQueryDispatcher;
@@ -603,7 +603,7 @@ impl KinematicCharacterController {
) { ) {
let [_vertical_slope_translation, horizontal_slope_translation] = let [_vertical_slope_translation, horizontal_slope_translation] =
self.split_into_components(translation_remaining) self.split_into_components(translation_remaining)
.map(|remaining| subtract_hit(remaining, &hit, offset)); .map(|remaining| subtract_hit(remaining, &hit, 0.));
let angle_with_floor = self.up.angle(&hit.normal1); let angle_with_floor = self.up.angle(&hit.normal1);
@@ -664,7 +664,7 @@ impl KinematicCharacterController {
let up_extent = extents.dot(&self.up); let up_extent = extents.dot(&self.up);
let movement_to_transfer = let movement_to_transfer =
*collision.toi.normal1 * collision.translation_remaining.dot(&collision.toi.normal1); *collision.toi.normal1 * collision.translation_remaining.dot(&collision.toi.normal1);
let prediction = self.offset.eval(up_extent) * 1.0; let prediction = self.offset.eval(up_extent);
// TODO: allow custom dispatchers. // TODO: allow custom dispatchers.
let dispatcher = DefaultQueryDispatcher; let dispatcher = DefaultQueryDispatcher;