Fix horizontal jittering along walls in 3D
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@@ -259,12 +259,12 @@ impl KinematicCharacterController {
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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, &translation_remaining, offset)
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self.handle_slopes(&toi, &translation_remaining)
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{
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translation_remaining = translation_on_slope;
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} else if allowed_dist.abs() < 1.0e5 {
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// No slopes or stairs ahead, but we didn't move yet; try to move along obstacle.
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let allowed_translation = subtract_hit(translation_remaining, &toi, offset);
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let allowed_translation = subtract_hit(translation_remaining, &toi);
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result.translation += allowed_translation;
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translation_remaining -= allowed_translation;
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}
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@@ -485,13 +485,12 @@ impl KinematicCharacterController {
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&self,
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hit: &TOI,
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translation_remaining: &Vector<Real>,
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offset: Real,
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) -> Option<Vector<Real>> {
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let [vertical_translation, horizontal_translation] =
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self.split_into_components(translation_remaining);
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let [vertical_slope_translation, horizontal_slope_translation] =
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[vertical_translation, horizontal_translation]
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.map(|remaining| subtract_hit(remaining, hit, offset));
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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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@@ -618,7 +617,7 @@ impl KinematicCharacterController {
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) {
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let [vertical_slope_translation, horizontal_slope_translation] = self
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.split_into_components(translation_remaining)
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.map(|remaining| subtract_hit(remaining, &hit, offset));
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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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@@ -745,8 +744,9 @@ impl KinematicCharacterController {
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}
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}
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fn subtract_hit(translation: Vector<Real>, hit: &TOI, offset: Real) -> Vector<Real> {
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let surface_correction = translation.dot(&hit.normal1).abs();
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let surface_correction = surface_correction + offset;
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fn subtract_hit(translation: Vector<Real>, hit: &TOI) -> Vector<Real> {
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let surface_correction = (-translation).dot(&hit.normal1).max(0.0);
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// This fixes some instances of moving through walls
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let surface_correction = surface_correction * (1.0 + 1.0e-5);
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translation + *hit.normal1 * surface_correction
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}
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