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add reapply_lost_speed to KinematicCharacterController #569

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@ntibi ntibi commented Dec 17, 2023

Adds reapply_lost_speed: bool to KinematicCharacterController

When set to true, the velocity lost by sliding will be reapplied to the corrected direction
so the character moves at the same speed wether it's sliding or not

Comment on lines 275 to 320
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;
}
}
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That condition should probably be in case there is no stairs ? otherwise we might end up intersecting with the stair. (and it might result in not going up the stair, or worse an infinite loop ?)

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indeed, but even with the reapply in the if !self.handle_stairs, reapplying the speed can be slightly flaky, especially in 3d

im turning the PR back into a draft and looking into it

@ntibi ntibi closed this Aug 3, 2024
@ntibi ntibi force-pushed the kcc_reapply_lost_speed branch from 0c8a7c0 to 617428e Compare August 3, 2024 11:37
@ntibi ntibi reopened this Aug 3, 2024
@ntibi ntibi marked this pull request as draft August 3, 2024 12:44
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2 participants