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