fix: less invasive solve_character_collision_impulses function (#652)
* fix: less invasive `solve_character_collision_impulses` function Taking ownership of the elements is not necessary. It also conveys the information that elements are only read. * Add Changelog
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@@ -788,7 +788,7 @@ 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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pub fn solve_character_collision_impulses(
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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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bodies: &mut RigidBodySet,
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@@ -796,7 +796,7 @@ impl KinematicCharacterController {
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queries: &QueryPipeline,
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character_shape: &dyn Shape,
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character_mass: Real,
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collisions: impl IntoIterator<Item = CharacterCollision>,
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collisions: impl IntoIterator<Item = &'a CharacterCollision>,
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filter: QueryFilter,
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) {
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for collision in collisions {
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@@ -807,7 +807,7 @@ impl KinematicCharacterController {
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queries,
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character_shape,
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character_mass,
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&collision,
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collision,
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filter,
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);
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}
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