Fix indentation
This commit is contained in:
@@ -262,17 +262,17 @@ impl KinematicCharacterController {
|
||||
&mut result,
|
||||
up
|
||||
)) {
|
||||
// No stairs, try to move along slopes.
|
||||
if let Some(translation_on_slope) =
|
||||
self.handle_slopes(&toi, &mut translation_remaining, offset)
|
||||
{
|
||||
translation_remaining = translation_on_slope;
|
||||
} else {
|
||||
// No slopes or stairs ahead; try to move along obstacles.
|
||||
let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
|
||||
result.translation += allowed_translation;
|
||||
translation_remaining -= allowed_translation;
|
||||
}
|
||||
// No stairs, try to move along slopes.
|
||||
if let Some(translation_on_slope) =
|
||||
self.handle_slopes(&toi, &mut translation_remaining, offset)
|
||||
{
|
||||
translation_remaining = translation_on_slope;
|
||||
} else {
|
||||
// No slopes or stairs ahead; try to move along obstacles.
|
||||
let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
|
||||
result.translation += allowed_translation;
|
||||
translation_remaining -= allowed_translation;
|
||||
}
|
||||
}
|
||||
|
||||
} else {
|
||||
@@ -591,6 +591,7 @@ impl KinematicCharacterController {
|
||||
return false;
|
||||
}
|
||||
|
||||
let offset = self.offset.eval(dims.y);
|
||||
// Check that we are not getting into a ramp that is too steep
|
||||
// after stepping.
|
||||
if let Some((_, hit)) = queries.cast_shape(
|
||||
@@ -603,15 +604,13 @@ impl KinematicCharacterController {
|
||||
false,
|
||||
filter,
|
||||
) {
|
||||
let vertical_translation_remaining =
|
||||
*stair_dir * (stair_dir.dot(translation_remaining));
|
||||
let horizontal_translation_remaining =
|
||||
*translation_remaining - vertical_translation_remaining;
|
||||
let sliding_movement = horizontal_translation_remaining
|
||||
- *hit.normal1 * horizontal_translation_remaining.dot(&hit.normal1);
|
||||
let [_vertical_slope_translation, horizontal_slope_translation] =
|
||||
self.split_into_components(translation_remaining)
|
||||
.map(|remaining| subtract_hit(remaining, &hit, offset));
|
||||
|
||||
|
||||
let angle_with_floor = stair_dir.angle(&hit.normal1);
|
||||
let climbing = stair_dir.dot(&sliding_movement) >= 0.0;
|
||||
let climbing = stair_dir.dot(&horizontal_slope_translation) >= 0.0;
|
||||
|
||||
if climbing && angle_with_floor > self.max_slope_climb_angle {
|
||||
return false; // The target ramp is too steep.
|
||||
@@ -619,7 +618,7 @@ impl KinematicCharacterController {
|
||||
}
|
||||
|
||||
// We can step, we need to find the actual step height.
|
||||
let step_height = self.offset.eval(dims.y) + max_height
|
||||
let step_height = offset + max_height
|
||||
- queries
|
||||
.cast_shape(
|
||||
bodies,
|
||||
@@ -637,7 +636,7 @@ impl KinematicCharacterController {
|
||||
|
||||
// Remove the step height from the vertical part of the self.
|
||||
*translation_remaining -=
|
||||
*stair_dir * translation_remaining.dot(&stair_dir).clamp(0.0, step_height);
|
||||
*stair_dir * ((translation_remaining.dot(&stair_dir)).clamp(0.0, step_height) + offset);
|
||||
|
||||
// Advance the collider on the step horizontally, to make sure further
|
||||
// movement won’t just get stuck on its edge.
|
||||
|
||||
Reference in New Issue
Block a user