Profiling support (#743)
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@@ -211,6 +211,7 @@ impl KinematicCharacterController {
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}
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/// Computes the possible movement for a shape.
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#[profiling::function]
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pub fn move_shape(
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&self,
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dt: Real,
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@@ -430,6 +431,7 @@ impl KinematicCharacterController {
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self.offset.eval(up_extends) + 0.05
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}
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#[profiling::function]
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fn detect_grounded_status_and_apply_friction(
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&self,
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dt: Real,
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@@ -657,6 +659,7 @@ impl KinematicCharacterController {
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Vector2::new(side_extent, up_extent)
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}
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#[profiling::function]
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fn handle_stairs(
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&self,
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bodies: &RigidBodySet,
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@@ -817,6 +820,7 @@ impl KinematicCharacterController {
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/// impulses to the rigid-bodies surrounding the character shape at the time of the collisions.
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/// Note that the impulse calculation is only approximate as it is not based on a global
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/// constraints resolution scheme.
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#[profiling::function]
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pub fn solve_character_collision_impulses<'a>(
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&self,
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dt: Real,
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@@ -846,6 +850,7 @@ impl KinematicCharacterController {
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/// impulses to the rigid-bodies surrounding the character shape at the time of the collision.
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/// Note that the impulse calculation is only approximate as it is not based on a global
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/// constraints resolution scheme.
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#[profiling::function]
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fn solve_single_character_collision_impulse(
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&self,
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dt: Real,
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