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authorJan Nils Ferner <contact@jnferner.com>2023-01-26 23:15:01 +0100
committerJan Nils Ferner <contact@jnferner.com>2023-01-26 23:15:01 +0100
commitc63e2f2cbd8e88c6a22faf62fe4c6e4e7aca45e1 (patch)
tree32c8df4a93b41805efade5996bb8df853c01b03d /src
parentff7ccc561ad88f7f068f083fa2ab6f413f5a8fb9 (diff)
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Fix faulty offset application
Diffstat (limited to 'src')
-rw-r--r--src/control/character_controller.rs6
1 files changed, 3 insertions, 3 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs
index 6c2d89f..0714749 100644
--- a/src/control/character_controller.rs
+++ b/src/control/character_controller.rs
@@ -615,7 +615,7 @@ impl KinematicCharacterController {
}
// We can step, we need to find the actual step height.
- let step_height = offset + max_height
+ let step_height = max_height
- queries
.cast_shape(
bodies,
@@ -628,12 +628,12 @@ impl KinematicCharacterController {
false,
filter,
)
- .map(|hit| hit.1.toi)
+ .map(|hit| hit.1.toi + offset)
.unwrap_or(max_height);
// Remove the step height from the vertical part of the self.
*translation_remaining -=
- *self.up * ((translation_remaining.dot(&self.up)).clamp(0.0, step_height) + offset);
+ *self.up * ((translation_remaining.dot(&self.up)).clamp(0.0, step_height));
// Advance the collider on the step horizontally, to make sure further
// movement won’t just get stuck on its edge.