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-rw-r--r--src/control/character_controller.rs15
1 files changed, 13 insertions, 2 deletions
diff --git a/src/control/character_controller.rs b/src/control/character_controller.rs
index c919064..a5bcf3d 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 +261,8 @@ 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 +476,19 @@ 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 +505,7 @@ impl KinematicCharacterController {
horizontal_translation
} else {
// Let it slide
+ result.is_sliding_down_slope = true;
slope_translation
}
}