Try to fix false negatives on grounded
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@@ -193,8 +193,8 @@ impl KinematicCharacterController {
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let mut translation_remaining = desired_translation;
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// Apply friction
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self.detect_grounded_status_and_apply_friction(
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// Check if we are grounded at the initial position.
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let grounded_at_starting_pos = self.detect_grounded_status_and_apply_friction(
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dt,
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bodies,
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colliders,
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@@ -299,17 +299,18 @@ impl KinematicCharacterController {
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}
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// If needed, and if we are not already grounded, snap to the ground.
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self.snap_to_ground(
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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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&mut result,
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);
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if grounded_at_starting_pos {
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self.snap_to_ground(
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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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&mut result,
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);
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}
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// Return the result.
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result
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@@ -381,7 +382,7 @@ impl KinematicCharacterController {
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.compute_aabb(character_pos)
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.loosened(prediction);
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let mut grounded = false;
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let mut grounded = true;
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queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
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if let Some(collider) = colliders.get(*handle) {
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@@ -409,6 +410,9 @@ impl KinematicCharacterController {
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for m in &manifolds {
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let normal = -(character_pos * m.local_n1);
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if normal.dot(&self.up) <= 1.0e-5 {
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grounded = false;
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}
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if let Some(kinematic_parent) = kinematic_parent {
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let mut num_active_contacts = 0;
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let mut manifold_center = Point::origin();
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@@ -428,9 +432,6 @@ impl KinematicCharacterController {
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*translation_remaining += normal
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* (normal_target_mvt - normal_current_mvt);
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if normal.dot(&self.up) <= 1.0e-5 {
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grounded = true;
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}
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}
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}
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@@ -458,13 +459,9 @@ impl KinematicCharacterController {
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for m in &manifolds {
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let normal = character_pos * m.local_n1;
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if normal.dot(&self.up) <= 1.0e-5 {
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for contact in &m.points {
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if contact.dist <= prediction {
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grounded = true;
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return false; // We can stop the search early.
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}
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}
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if normal.dot(&self.up) >= -1.0e-5 {
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grounded = false;
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return false; // We can stop the search early.
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}
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}
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}
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