Fix faulty snap distance
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@@ -186,7 +186,6 @@ impl KinematicCharacterController {
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grounded: false,
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grounded: false,
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};
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};
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let dims = self.compute_dims(character_shape);
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let dims = self.compute_dims(character_shape);
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let offset = self.offset.eval(dims.y);
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// 1. Check and fix penetrations.
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// 1. Check and fix penetrations.
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self.check_and_fix_penetrations();
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self.check_and_fix_penetrations();
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@@ -208,6 +207,7 @@ impl KinematicCharacterController {
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let mut max_iters = 20;
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let mut max_iters = 20;
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let mut kinematic_friction_translation = Vector::zeros();
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let mut kinematic_friction_translation = Vector::zeros();
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let offset = self.offset.eval(dims.y);
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while let Some((translation_dir, translation_dist)) =
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while let Some((translation_dir, translation_dist)) =
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UnitVector::try_new_and_get(translation_remaining, 1.0e-5)
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UnitVector::try_new_and_get(translation_remaining, 1.0e-5)
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@@ -337,8 +337,7 @@ impl KinematicCharacterController {
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filter,
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filter,
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) {
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) {
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// Apply the snap.
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// Apply the snap.
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let snap_distance = hit.toi - offset;
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result.translation -= *self.up * (hit.toi - offset).max(0.0);
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result.translation -= *self.up * snap_distance;
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result.grounded = true;
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result.grounded = true;
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return Some((hit_handle, hit));
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return Some((hit_handle, hit));
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}
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}
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