revert character controller gravity being gravity dependent (from 822) (#857)
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@@ -50,7 +50,7 @@ pub fn update_character(
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fn character_movement_from_inputs(
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gfx: &TestbedGraphics,
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mut speed: Real,
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artificial_gravity: Option<Real>,
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artificial_gravity: bool,
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) -> Vector<Real> {
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let mut desired_movement = Vector::zeros();
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@@ -77,8 +77,8 @@ fn character_movement_from_inputs(
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desired_movement *= speed;
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if let Some(artificial_gravity) = artificial_gravity {
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desired_movement += Vector::y() * artificial_gravity;
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if artificial_gravity {
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desired_movement -= Vector::y() * speed;
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}
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desired_movement
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@@ -91,7 +91,7 @@ fn update_pid_controller(
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pid: &mut PidController,
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speed: Real,
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) {
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let desired_movement = character_movement_from_inputs(gfx, speed, None);
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let desired_movement = character_movement_from_inputs(gfx, speed, false);
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let character_body = &mut phx.bodies[character_handle];
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@@ -129,7 +129,7 @@ fn update_kinematic_controller(
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controller: &KinematicCharacterController,
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speed: Real,
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) {
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let desired_movement = character_movement_from_inputs(gfx, speed, Some(phx.gravity.y));
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let desired_movement = character_movement_from_inputs(gfx, speed, true);
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let character_body = &phx.bodies[character_handle];
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let character_collider = &phx.colliders[character_body.colliders()[0]];
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@@ -49,7 +49,7 @@ pub fn update_character(
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fn character_movement_from_inputs(
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gfx: &TestbedGraphics,
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mut speed: Real,
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artificial_gravity: Option<f32>,
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artificial_gravity: bool,
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) -> Vector<Real> {
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let mut desired_movement = Vector::zeros();
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@@ -88,8 +88,8 @@ fn character_movement_from_inputs(
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desired_movement *= speed;
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if let Some(artificial_gravity) = artificial_gravity {
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desired_movement += Vector::y() * artificial_gravity;
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if artificial_gravity {
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desired_movement -= Vector::y() * speed;
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}
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desired_movement
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@@ -102,7 +102,7 @@ fn update_pid_controller(
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pid: &mut PidController,
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speed: Real,
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) {
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let desired_movement = character_movement_from_inputs(gfx, speed, None);
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let desired_movement = character_movement_from_inputs(gfx, speed, false);
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let character_body = &mut phx.bodies[character_handle];
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// Adjust the controlled axis depending on the keys pressed by the user.
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@@ -139,7 +139,7 @@ fn update_kinematic_controller(
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controller: &KinematicCharacterController,
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speed: Real,
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) {
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let desired_movement = character_movement_from_inputs(gfx, speed, Some(phx.gravity.y));
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let desired_movement = character_movement_from_inputs(gfx, speed, true);
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let character_body = &phx.bodies[character_handle];
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let character_collider = &phx.colliders[character_body.colliders()[0]];
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