Disallow goin up/down upside-down stairs
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@@ -247,28 +247,26 @@ impl KinematicCharacterController {
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toi,
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});
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if ![self.up, -self.up] // Try to move up or down stairs
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.iter()
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.any(|up| self.handle_stairs(
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bodies,
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colliders,
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queries,
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character_shape,
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&(Translation::from(result.translation) * character_pos),
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&dims,
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filter,
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handle,
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&mut translation_remaining,
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&mut result,
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up
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)) {
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// Try to go up stairs.
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if !self.handle_stairs(
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bodies,
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colliders,
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queries,
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character_shape,
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&(Translation::from(result.translation) * character_pos),
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&dims,
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filter,
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handle,
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&mut translation_remaining,
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&mut result,
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) {
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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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self.handle_slopes(&toi, &mut translation_remaining, offset)
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{
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translation_remaining = translation_on_slope;
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} else {
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// No slopes or stairs ahead; try to move along obstacles.
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// No slopes or stairs ahead; try to move along obstacle.
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let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
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result.translation += allowed_translation;
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translation_remaining -= allowed_translation;
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@@ -525,7 +523,6 @@ impl KinematicCharacterController {
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stair_handle: ColliderHandle,
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translation_remaining: &mut Vector<Real>,
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result: &mut EffectiveCharacterMovement,
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stair_dir: &Vector<Real>,
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) -> bool {
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let autostep = match self.autostep {
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Some(autostep) => autostep,
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@@ -549,9 +546,9 @@ impl KinematicCharacterController {
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filter.flags |= QueryFilterFlags::EXCLUDE_DYNAMIC;
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}
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let shifted_character_pos = Translation::from(*stair_dir * max_height) * character_pos;
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let shifted_character_pos = Translation::from(*self.up * max_height) * character_pos;
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let horizontal_dir = match (*translation_remaining - *stair_dir * translation_remaining.dot(&stair_dir))
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let horizontal_dir = match (*translation_remaining - *self.up * translation_remaining.dot(&self.up))
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.try_normalize(1.0e-5) {
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Some(dir) => dir,
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None => return false,
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@@ -562,7 +559,7 @@ impl KinematicCharacterController {
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bodies,
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colliders,
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character_pos,
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&stair_dir,
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&self.up,
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character_shape,
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max_height,
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false,
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@@ -598,7 +595,7 @@ impl KinematicCharacterController {
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bodies,
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colliders,
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&(Translation::from(horizontal_dir * min_width) * shifted_character_pos),
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&-stair_dir,
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&-self.up,
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character_shape,
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max_height,
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false,
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@@ -609,8 +606,8 @@ impl KinematicCharacterController {
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.map(|remaining| subtract_hit(remaining, &hit, offset));
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let angle_with_floor = stair_dir.angle(&hit.normal1);
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let climbing = stair_dir.dot(&horizontal_slope_translation) >= 0.0;
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let angle_with_floor = self.up.angle(&hit.normal1);
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let climbing = self.up.dot(&horizontal_slope_translation) >= 0.0;
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if climbing && angle_with_floor > self.max_slope_climb_angle {
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return false; // The target ramp is too steep.
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@@ -625,7 +622,7 @@ impl KinematicCharacterController {
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colliders,
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&(Translation::from(horizontal_dir * min_width)
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* shifted_character_pos),
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&-stair_dir,
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&-self.up,
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character_shape,
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max_height,
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false,
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@@ -636,7 +633,7 @@ impl KinematicCharacterController {
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// Remove the step height from the vertical part of the self.
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*translation_remaining -=
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*stair_dir * ((translation_remaining.dot(&stair_dir)).clamp(0.0, step_height) + offset);
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*self.up * ((translation_remaining.dot(&self.up)).clamp(0.0, step_height) + offset);
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// Advance the collider on the step horizontally, to make sure further
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// movement won’t just get stuck on its edge.
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@@ -644,7 +641,7 @@ impl KinematicCharacterController {
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horizontal_dir * min_width.min(horizontal_dir.dot(translation_remaining));
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*translation_remaining -= horizontal_nudge;
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result.translation += *stair_dir * step_height + horizontal_nudge;
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result.translation += *self.up * step_height + horizontal_nudge;
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return true;
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}
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