Extract function
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@@ -273,12 +273,6 @@ impl KinematicCharacterController {
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);
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if !stair_handled {
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println!("[stair] translation_remaining: {translation_remaining:?}");
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// No slopes or stairs ahead; try to move along obstacles.
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let allowed_dist =
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(toi.toi - (-toi.normal1.dot(&translation_dir)) * offset).max(0.0);
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let allowed_translation = *translation_dir * allowed_dist;
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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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@@ -486,18 +480,9 @@ impl KinematicCharacterController {
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hit: &TOI,
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translation_remaining: &Vector<Real>,
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) -> Option<Vector<Real>> {
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let vertical_translation_remaining = *self.up * (self.up.dot(translation_remaining));
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let horizontal_translation_remaining =
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*translation_remaining - vertical_translation_remaining;
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let horizontal_slope_translation =
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horizontal_translation_remaining
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- *hit.normal1 * (horizontal_translation_remaining).dot(&hit.normal1);
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let vertical_slope_translation =
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vertical_translation_remaining
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- *hit.normal1 * (vertical_translation_remaining).dot(&hit.normal1);
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let [vertical_slope_translation, horizontal_slope_translation] =
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self.split_into_components(translation_remaining)
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.map(|remaining| subtract_hit(remaining, hit));
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let slope_translation = horizontal_slope_translation + vertical_slope_translation;
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// Check if there is a slope to climb.
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@@ -514,6 +499,13 @@ impl KinematicCharacterController {
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}
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fn split_into_components(&self, translation: &Vector<Real>) -> [Vector<Real>; 2] {
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let vertical_translation = *self.up * (self.up.dot(translation));
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let horizontal_translation = *translation - vertical_translation;
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[vertical_translation, horizontal_translation]
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}
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fn handle_stairs(
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&self,
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bodies: &RigidBodySet,
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@@ -732,3 +724,8 @@ impl KinematicCharacterController {
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}
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}
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}
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fn subtract_hit(translation: Vector<Real>, hit: &TOI) -> Vector<Real> {
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translation - *hit.normal1 * (translation).dot(&hit.normal1)
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}
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