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17 changes: 16 additions & 1 deletion src/control/character_controller.rs
Original file line number Diff line number Diff line change
Expand Up @@ -128,6 +128,9 @@ pub struct KinematicCharacterController {
pub offset: CharacterLength,
/// Should the character try to slide against the floor if it hits it?
pub slide: bool,
/// Should the speed lost because of collisions be applied to the final direction ?
/// Useless if sliding is not enabled
pub reapply_lost_speed: bool,
/// Should the character automatically step over small obstacles? (disabled by default)
///
/// Note that autostepping is currently a very computationally expensive feature, so it
Expand Down Expand Up @@ -160,6 +163,7 @@ impl Default for KinematicCharacterController {
offset: CharacterLength::Relative(0.01),
slide: true,
autostep: None,
reapply_lost_speed: false,
max_slope_climb_angle: Real::frac_pi_4(),
min_slope_slide_angle: Real::frac_pi_4(),
snap_to_ground: Some(CharacterLength::Relative(0.2)),
Expand Down Expand Up @@ -290,7 +294,7 @@ impl KinematicCharacterController {
});

let hit_info = self.compute_hit_info(hit);

let pre_slide_translation_remaining = translation_remaining;
// Try to go upstairs.
if !self.handle_stairs(
bodies,
Expand All @@ -314,6 +318,17 @@ impl KinematicCharacterController {
&mut result,
);
}
if self.slide && self.reapply_lost_speed {
let diff =
pre_slide_translation_remaining.norm() - translation_remaining.norm();
if let Some((normalized_dir, _)) =
// threshold has to be > subtract_hit hardcoded correction, if not, we get made up movement in the direction of the hit normal
UnitVector::try_new_and_get(translation_remaining, 1.0e-4)
{
// reapply the lost speed (but in the corrected direction)
translation_remaining += *normalized_dir * diff;
}
}
} else {
// No interference along the path.
result.translation += translation_remaining;
Expand Down