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authorjeff425 <goodhue.jeff@gmail.com>2023-03-19 21:16:42 -0700
committerjeff425 <goodhue.jeff@gmail.com>2023-03-19 21:16:42 -0700
commit11d145b11ac24942d7d9c7e30df773d305a540a8 (patch)
treee29c0654558abf1f488c160e3f329dccdbb48d76 /src
parentd3e1370f59277bc96bfafaf1ca38a203a34d44c3 (diff)
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#465 Add is_sliding_down_slope field to EffectiveCharacterMovement
Diffstat (limited to 'src')
-rw-r--r--src/control/character_controller.rs9
1 files changed, 7 insertions, 2 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs
index c919064..695d811 100644
--- a/src/control/character_controller.rs
+++ b/src/control/character_controller.rs
@@ -135,6 +135,8 @@ pub struct EffectiveCharacterMovement {
pub translation: Vector<Real>,
/// Is the character touching the ground after applying `EffectiveKineamticMovement::translation`?
pub grounded: bool,
+ /// Is the character sliding down a slope due to slope angle being larger than `min_slope_slide_angle`?
+ pub is_sliding_down_slope: bool,
}
impl KinematicCharacterController {
@@ -184,6 +186,7 @@ impl KinematicCharacterController {
let mut result = EffectiveCharacterMovement {
translation: Vector::zeros(),
grounded: false,
+ is_sliding_down_slope: false,
};
let dims = self.compute_dims(character_shape);
@@ -258,7 +261,7 @@ impl KinematicCharacterController {
&mut result,
) {
// No stairs, try to move along slopes.
- translation_remaining = self.handle_slopes(&toi, &translation_remaining);
+ translation_remaining = self.handle_slopes(&toi, &translation_remaining, &mut result);
}
} else {
// No interference along the path.
@@ -472,13 +475,14 @@ impl KinematicCharacterController {
false
}
- fn handle_slopes(&self, hit: &TOI, translation_remaining: &Vector<Real>) -> Vector<Real> {
+ fn handle_slopes(&self, hit: &TOI, translation_remaining: &Vector<Real>, result: &mut EffectiveCharacterMovement) -> Vector<Real> {
let [vertical_translation, horizontal_translation] =
self.split_into_components(translation_remaining);
let slope_translation = subtract_hit(*translation_remaining, hit);
// Check if there is a slope to climb.
let angle_with_floor = self.up.angle(&hit.normal1);
+
// We are climbing if the movement along the slope goes upward, and the angle with the
// floor is smaller than pi/2 (in which case we hit some some sort of ceiling).
//
@@ -495,6 +499,7 @@ impl KinematicCharacterController {
horizontal_translation
} else {
// Let it slide
+ result.is_sliding_down_slope = true;
slope_translation
}
}