Remove debug prints
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@@ -247,42 +247,32 @@ impl KinematicCharacterController {
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toi,
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toi,
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});
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});
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// If the slope is too big, try to step on the stair.
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if ![self.up, -self.up] // Try to move up or down stairs
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if !self.handle_stairs(
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.iter()
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bodies,
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.any(|up| self.handle_stairs(
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colliders,
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bodies,
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queries,
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colliders,
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character_shape,
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queries,
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&(Translation::from(result.translation) * character_pos),
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character_shape,
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&dims,
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&(Translation::from(result.translation) * character_pos),
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filter,
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&dims,
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handle,
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filter,
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&mut translation_remaining,
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handle,
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&mut result,
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&mut translation_remaining,
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&self.up
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&mut result,
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) && !self.handle_stairs(
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up
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bodies,
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)) {
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colliders,
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// No stairs, try to move along slopes.
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queries,
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if let Some(translation_on_slope) =
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character_shape,
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self.handle_slopes(&toi, &mut translation_remaining, offset)
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&(Translation::from(result.translation) * character_pos),
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{
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&dims,
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translation_remaining = translation_on_slope;
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filter,
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} else {
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handle,
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// No slopes or stairs ahead; try to move along obstacles.
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&mut translation_remaining,
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let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
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&mut result,
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result.translation += allowed_translation;
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&-self.up
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translation_remaining -= allowed_translation;
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){
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}
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if let Some(translation_on_slope) =
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self.handle_slopes(&toi, &mut translation_remaining, offset)
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{
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translation_remaining = translation_on_slope;
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} else {
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// No slopes or stairs ahead; try to move along obstacles.
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let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
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result.translation += allowed_translation;
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translation_remaining -= allowed_translation;
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}
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}
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}
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} else {
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} else {
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@@ -498,8 +488,6 @@ impl KinematicCharacterController {
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// Check if there is a slope to climb.
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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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let angle_with_floor = self.up.angle(&hit.normal1);
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let climbing = self.up.dot(&slope_translation) >= 0.0;
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let climbing = self.up.dot(&slope_translation) >= 0.0;
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println!("angle_with_floor: {}, climbing: {}", angle_with_floor, climbing);
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println!("max_slope_climb_angle: {}, min_slope_slide_angle: {}", self.max_slope_climb_angle, self.min_slope_slide_angle);
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climbing
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climbing
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.then(||(angle_with_floor <= self.max_slope_climb_angle) // Are we allowed to climb?
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.then(||(angle_with_floor <= self.max_slope_climb_angle) // Are we allowed to climb?
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