Make clippy happier
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@@ -199,7 +199,7 @@ impl KinematicCharacterController {
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colliders,
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colliders,
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queries,
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queries,
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character_shape,
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character_shape,
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&character_pos,
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character_pos,
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&dims,
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&dims,
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filter,
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filter,
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None,
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None,
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@@ -259,7 +259,7 @@ impl KinematicCharacterController {
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) {
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) {
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// No stairs, try to move along slopes.
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// No stairs, try to move along slopes.
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if let Some(translation_on_slope) =
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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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self.handle_slopes(&toi, &translation_remaining, offset)
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{
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{
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translation_remaining = translation_on_slope;
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translation_remaining = translation_on_slope;
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} else if allowed_dist.abs() < 1.0e5 {
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} else if allowed_dist.abs() < 1.0e5 {
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@@ -499,17 +499,16 @@ impl KinematicCharacterController {
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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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climbing
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if climbing {
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.then(|| {
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// Are we allowed to climb?
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(angle_with_floor <= self.max_slope_climb_angle) // Are we allowed to climb?
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(angle_with_floor <= self.max_slope_climb_angle).then_some(slope_translation)
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.then_some(horizontal_translation)
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}
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})
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// Are we forced to slide?
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.unwrap_or_else(|| {
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else if angle_with_floor >= self.min_slope_slide_angle {
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(angle_with_floor >= self.min_slope_slide_angle) // Are we allowed to slide?
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slope_translation.into()
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.then_some(slope_translation)
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} else {
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.unwrap_or(horizontal_translation)
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horizontal_translation.into()
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.into()
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}
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})
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}
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}
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fn split_into_components(&self, translation: &Vector<Real>) -> [Vector<Real>; 2] {
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fn split_into_components(&self, translation: &Vector<Real>) -> [Vector<Real>; 2] {
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@@ -659,7 +658,7 @@ impl KinematicCharacterController {
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*translation_remaining -= horizontal_nudge;
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*translation_remaining -= horizontal_nudge;
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result.translation += step + horizontal_nudge;
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result.translation += step + horizontal_nudge;
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return true;
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true
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}
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}
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/// For a given collision between a character and its environment, this method will apply
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/// For a given collision between a character and its environment, this method will apply
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