The main objective for this PR is to fix the issue where character controllers might get stuck against vertical walls.
The kinematic character controller autostepping is now disabled by default.
Add KinematicCharacterController::normal_nudge_factor used to help getting the character unstuck
due to rounding errors.
Rename TOI to ShapeCastHit.
Rename many fields from toi to time_of_impact.
The QueryPipeline::cast_shape method now takes a ShapeCastOptions instead of the max_toi
and stop_at_penetration parameters. This allows a couple of extra configurations, including the
ability to have the shape-cast target a specific distance instead of actual shape overlap.
The main objective for this PR is to fix the issue where character controllers might get stuck against vertical walls.
KinematicCharacterController::normal_nudge_factor
used to help getting the character unstuck due to rounding errors.TOI
toShapeCastHit
.toi
totime_of_impact
.QueryPipeline::cast_shape
method now takes aShapeCastOptions
instead of themax_toi
andstop_at_penetration
parameters. This allows a couple of extra configurations, including the ability to have the shape-cast target a specific distance instead of actual shape overlap.Close https://github.com/dimforge/rapier/pull/612 Fix #418 Fix #611 Fix https://github.com/dimforge/bevy_rapier/issues/489