1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
use crate::dynamics::RigidBodySet;
use crate::geometry::{ColliderHandle, ColliderSet, ContactManifold, Shape, ShapeCastHit};
use crate::math::{Isometry, Point, Real, UnitVector, Vector};
use crate::pipeline::{QueryFilter, QueryFilterFlags, QueryPipeline};
use crate::utils;
use na::{RealField, Vector2};
use parry::bounding_volume::BoundingVolume;
use parry::math::Translation;
use parry::query::details::ShapeCastOptions;
use parry::query::{DefaultQueryDispatcher, PersistentQueryDispatcher};

#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
/// A length measure used for various options of a character controller.
pub enum CharacterLength {
    /// The length is specified relative to some of the character shape’s size.
    ///
    /// For example setting `CharacterAutostep::max_height` to `CharacterLength::Relative(0.1)`
    /// for a shape with a height equal to 20.0 will result in a maximum step height
    /// of `0.1 * 20.0 = 2.0`.
    Relative(Real),
    /// The length is specified as an absolute value, independent from the character shape’s size.
    ///
    /// For example setting `CharacterAutostep::max_height` to `CharacterLength::Relative(0.1)`
    /// for a shape with a height equal to 20.0 will result in a maximum step height
    /// of `0.1` (the shape height is ignored in for this value).
    Absolute(Real),
}

impl CharacterLength {
    /// Returns `self` with its value changed by the closure `f` if `self` is the `Self::Absolute`
    /// variant.
    pub fn map_absolute(self, f: impl FnOnce(Real) -> Real) -> Self {
        if let Self::Absolute(value) = self {
            Self::Absolute(f(value))
        } else {
            self
        }
    }

    /// Returns `self` with its value changed by the closure `f` if `self` is the `Self::Relative`
    /// variant.
    pub fn map_relative(self, f: impl FnOnce(Real) -> Real) -> Self {
        if let Self::Relative(value) = self {
            Self::Relative(f(value))
        } else {
            self
        }
    }

    fn eval(self, value: Real) -> Real {
        match self {
            Self::Relative(x) => value * x,
            Self::Absolute(x) => x,
        }
    }
}

#[derive(Debug)]
struct HitInfo {
    toi: ShapeCastHit,
    is_wall: bool,
    is_nonslip_slope: bool,
}

/// Configuration for the auto-stepping character controller feature.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug, PartialEq)]
pub struct CharacterAutostep {
    /// The maximum step height a character can automatically step over.
    pub max_height: CharacterLength,
    /// The minimum width of free space that must be available after stepping on a stair.
    pub min_width: CharacterLength,
    /// Can the character automatically step over dynamic bodies too?
    pub include_dynamic_bodies: bool,
}

impl Default for CharacterAutostep {
    fn default() -> Self {
        Self {
            max_height: CharacterLength::Relative(0.25),
            min_width: CharacterLength::Relative(0.5),
            include_dynamic_bodies: true,
        }
    }
}

#[derive(Debug)]
struct HitDecomposition {
    normal_part: Vector<Real>,
    horizontal_tangent: Vector<Real>,
    vertical_tangent: Vector<Real>,
    // NOTE: we don’t store the penetration part since we don’t really need it
    //       for anything.
}

impl HitDecomposition {
    pub fn unconstrained_slide_part(&self) -> Vector<Real> {
        self.normal_part + self.horizontal_tangent + self.vertical_tangent
    }
}

/// A collision between the character and its environment during its movement.
#[derive(Copy, Clone, Debug)]
pub struct CharacterCollision {
    /// The collider hit by the character.
    pub handle: ColliderHandle,
    /// The position of the character when the collider was hit.
    pub character_pos: Isometry<Real>,
    /// The translation that was already applied to the character when the hit happens.
    pub translation_applied: Vector<Real>,
    /// The translations that was still waiting to be applied to the character when the hit happens.
    pub translation_remaining: Vector<Real>,
    /// Geometric information about the hit.
    pub hit: ShapeCastHit,
}

/// A character controller for kinematic bodies.
#[cfg_attr(feature = "serde-serialize", derive(Serialize, Deserialize))]
#[derive(Copy, Clone, Debug)]
pub struct KinematicCharacterController {
    /// The direction that goes "up". Used to determine where the floor is, and the floor’s angle.
    pub up: UnitVector<Real>,
    /// A small gap to preserve between the character and its surroundings.
    ///
    /// This value should not be too large to avoid visual artifacts, but shouldn’t be too small
    /// (must not be zero) to improve numerical stability of the character controller.
    pub offset: CharacterLength,
    /// Should the character try to slide against the floor if it hits it?
    pub slide: bool,
    /// Should the character automatically step over small obstacles? (disabled by default)
    ///
    /// Note that autostepping is currently a very computationally expensive feature, so it
    /// is disabled by default.
    pub autostep: Option<CharacterAutostep>,
    /// The maximum angle (radians) between the floor’s normal and the `up` vector that the
    /// character is able to climb.
    pub max_slope_climb_angle: Real,
    /// The minimum angle (radians) between the floor’s normal and the `up` vector before the
    /// character starts to slide down automatically.
    pub min_slope_slide_angle: Real,
    /// Should the character be automatically snapped to the ground if the distance between
    /// the ground and its feed are smaller than the specified threshold?
    pub snap_to_ground: Option<CharacterLength>,
    /// Increase this number if your character appears to get stuck when sliding against surfaces.
    ///
    /// This is a small distance applied to the movement toward the contact normals of shapes hit
    /// by the character controller. This helps shape-casting not getting stuck in an always-penetrating
    /// state during the sliding calculation.
    ///
    /// This value should remain fairly small since it can introduce artificial "bumps" when sliding
    /// along a flat surface.
    pub normal_nudge_factor: Real,
}

impl Default for KinematicCharacterController {
    fn default() -> Self {
        Self {
            up: Vector::y_axis(),
            offset: CharacterLength::Relative(0.01),
            slide: true,
            autostep: None,
            max_slope_climb_angle: Real::frac_pi_4(),
            min_slope_slide_angle: Real::frac_pi_4(),
            snap_to_ground: Some(CharacterLength::Relative(0.2)),
            normal_nudge_factor: 1.0e-4,
        }
    }
}

/// The effective movement computed by the character controller.
pub struct EffectiveCharacterMovement {
    /// The movement to apply.
    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 {
    fn check_and_fix_penetrations(&self) {
        /*
        // 1/ Check if the body is grounded and if there are penetrations.
        let mut grounded = false;
        let mut penetrating = false;

        let mut contacts = vec![];

        let aabb = shape
            .compute_aabb(shape_pos)
            .loosened(self.offset);
        queries.colliders_with_aabb_intersecting_aabb(&aabb, |handle| {
            // TODO: apply the filter.
            if let Some(collider) = colliders.get(*handle) {
                if let Ok(Some(contact)) = parry::query::contact(
                    &shape_pos,
                    shape,
                    collider.position(),
                    collider.shape(),
                    self.offset,
                ) {
                    contacts.push((contact, collider));
                }
            }

            true
        });
         */
    }

    /// Computes the possible movement for a shape.
    pub fn move_shape(
        &self,
        dt: Real,
        bodies: &RigidBodySet,
        colliders: &ColliderSet,
        queries: &QueryPipeline,
        character_shape: &dyn Shape,
        character_pos: &Isometry<Real>,
        desired_translation: Vector<Real>,
        filter: QueryFilter,
        mut events: impl FnMut(CharacterCollision),
    ) -> EffectiveCharacterMovement {
        let mut result = EffectiveCharacterMovement {
            translation: Vector::zeros(),
            grounded: false,
            is_sliding_down_slope: false,
        };
        let dims = self.compute_dims(character_shape);

        // 1. Check and fix penetrations.
        self.check_and_fix_penetrations();

        let mut translation_remaining = desired_translation;

        let grounded_at_starting_pos = self.detect_grounded_status_and_apply_friction(
            dt,
            bodies,
            colliders,
            queries,
            character_shape,
            character_pos,
            &dims,
            filter,
            None,
            None,
        );

        let mut max_iters = 20;
        let mut kinematic_friction_translation = Vector::zeros();
        let offset = self.offset.eval(dims.y);

        while let Some((translation_dir, translation_dist)) =
            UnitVector::try_new_and_get(translation_remaining, 1.0e-5)
        {
            if max_iters == 0 {
                break;
            } else {
                max_iters -= 1;
            }

            // 2. Cast towards the movement direction.
            if let Some((handle, hit)) = queries.cast_shape(
                bodies,
                colliders,
                &(Translation::from(result.translation) * character_pos),
                &translation_dir,
                character_shape,
                ShapeCastOptions {
                    target_distance: offset,
                    stop_at_penetration: false,
                    max_time_of_impact: translation_dist,
                    compute_impact_geometry_on_penetration: true,
                },
                filter,
            ) {
                // We hit something, compute and apply the allowed interference-free translation.
                let allowed_dist = hit.time_of_impact;
                let allowed_translation = *translation_dir * allowed_dist;
                result.translation += allowed_translation;
                translation_remaining -= allowed_translation;

                events(CharacterCollision {
                    handle,
                    character_pos: Translation::from(result.translation) * character_pos,
                    translation_applied: result.translation,
                    translation_remaining,
                    hit,
                });

                let hit_info = self.compute_hit_info(hit);

                // Try to go upstairs.
                if !self.handle_stairs(
                    bodies,
                    colliders,
                    queries,
                    character_shape,
                    &(Translation::from(result.translation) * character_pos),
                    &dims,
                    filter,
                    handle,
                    &hit_info,
                    &mut translation_remaining,
                    &mut result,
                ) {
                    // No stairs, try to move along slopes.
                    translation_remaining = self.handle_slopes(
                        &hit_info,
                        &desired_translation,
                        &translation_remaining,
                        self.normal_nudge_factor,
                        &mut result,
                    );
                }
            } else {
                // No interference along the path.
                result.translation += translation_remaining;
                translation_remaining.fill(0.0);
                break;
            }

            result.grounded = self.detect_grounded_status_and_apply_friction(
                dt,
                bodies,
                colliders,
                queries,
                character_shape,
                &(Translation::from(result.translation) * character_pos),
                &dims,
                filter,
                Some(&mut kinematic_friction_translation),
                Some(&mut translation_remaining),
            );

            if !self.slide {
                break;
            }
        }
        // If needed, and if we are not already grounded, snap to the ground.
        if grounded_at_starting_pos {
            self.snap_to_ground(
                bodies,
                colliders,
                queries,
                character_shape,
                &(Translation::from(result.translation) * character_pos),
                &dims,
                filter,
                &mut result,
            );
        }

        // Return the result.
        result
    }

    fn snap_to_ground(
        &self,
        bodies: &RigidBodySet,
        colliders: &ColliderSet,
        queries: &QueryPipeline,
        character_shape: &dyn Shape,
        character_pos: &Isometry<Real>,
        dims: &Vector2<Real>,
        filter: QueryFilter,
        result: &mut EffectiveCharacterMovement,
    ) -> Option<(ColliderHandle, ShapeCastHit)> {
        if let Some(snap_distance) = self.snap_to_ground {
            if result.translation.dot(&self.up) < -1.0e-5 {
                let snap_distance = snap_distance.eval(dims.y);
                let offset = self.offset.eval(dims.y);
                if let Some((hit_handle, hit)) = queries.cast_shape(
                    bodies,
                    colliders,
                    character_pos,
                    &-self.up,
                    character_shape,
                    ShapeCastOptions {
                        target_distance: offset,
                        stop_at_penetration: false,
                        max_time_of_impact: snap_distance,
                        compute_impact_geometry_on_penetration: true,
                    },
                    filter,
                ) {
                    // Apply the snap.
                    result.translation -= *self.up * hit.time_of_impact;
                    result.grounded = true;
                    return Some((hit_handle, hit));
                }
            }
        }

        None
    }

    fn predict_ground(&self, up_extends: Real) -> Real {
        self.offset.eval(up_extends) * 1.1
    }

    fn detect_grounded_status_and_apply_friction(
        &self,
        dt: Real,
        bodies: &RigidBodySet,
        colliders: &ColliderSet,
        queries: &QueryPipeline,
        character_shape: &dyn Shape,
        character_pos: &Isometry<Real>,
        dims: &Vector2<Real>,
        filter: QueryFilter,
        mut kinematic_friction_translation: Option<&mut Vector<Real>>,
        mut translation_remaining: Option<&mut Vector<Real>>,
    ) -> bool {
        let prediction = self.predict_ground(dims.y);

        // TODO: allow custom dispatchers.
        let dispatcher = DefaultQueryDispatcher;

        let mut manifolds: Vec<ContactManifold> = vec![];
        let character_aabb = character_shape
            .compute_aabb(character_pos)
            .loosened(prediction);

        let mut grounded = false;

        queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
            if let Some(collider) = colliders.get(*handle) {
                if filter.test(bodies, *handle, collider) {
                    manifolds.clear();
                    let pos12 = character_pos.inv_mul(collider.position());
                    let _ = dispatcher.contact_manifolds(
                        &pos12,
                        character_shape,
                        collider.shape(),
                        prediction,
                        &mut manifolds,
                        &mut None,
                    );

                    if let (Some(kinematic_friction_translation), Some(translation_remaining)) = (
                        kinematic_friction_translation.as_deref_mut(),
                        translation_remaining.as_deref_mut(),
                    ) {
                        let init_kinematic_friction_translation = *kinematic_friction_translation;
                        let kinematic_parent = collider
                            .parent
                            .and_then(|p| bodies.get(p.handle))
                            .filter(|rb| rb.is_kinematic());

                        for m in &manifolds {
                            if self.is_grounded_at_contact_manifold(m, character_pos, dims) {
                                grounded = true;
                            }

                            if let Some(kinematic_parent) = kinematic_parent {
                                let mut num_active_contacts = 0;
                                let mut manifold_center = Point::origin();
                                let normal = -(character_pos * m.local_n1);

                                for contact in &m.points {
                                    if contact.dist <= prediction {
                                        num_active_contacts += 1;
                                        let contact_point = collider.position() * contact.local_p2;
                                        let target_vel =
                                            kinematic_parent.velocity_at_point(&contact_point);

                                        let normal_target_mvt = target_vel.dot(&normal) * dt;
                                        let normal_current_mvt = translation_remaining.dot(&normal);

                                        manifold_center += contact_point.coords;
                                        *translation_remaining +=
                                            normal * (normal_target_mvt - normal_current_mvt);
                                    }
                                }

                                if num_active_contacts > 0 {
                                    let target_vel = kinematic_parent.velocity_at_point(
                                        &(manifold_center / num_active_contacts as Real),
                                    );
                                    let tangent_platform_mvt =
                                        (target_vel - normal * target_vel.dot(&normal)) * dt;
                                    kinematic_friction_translation.zip_apply(
                                        &tangent_platform_mvt,
                                        |y, x| {
                                            if x.abs() > (*y).abs() {
                                                *y = x;
                                            }
                                        },
                                    );
                                }
                            }
                        }

                        *translation_remaining +=
                            *kinematic_friction_translation - init_kinematic_friction_translation;
                    } else {
                        for m in &manifolds {
                            if self.is_grounded_at_contact_manifold(m, character_pos, dims) {
                                grounded = true;
                                return false; // We can stop the search early.
                            }
                        }
                    }
                }
            }
            true
        });

        grounded
    }

    fn is_grounded_at_contact_manifold(
        &self,
        manifold: &ContactManifold,
        character_pos: &Isometry<Real>,
        dims: &Vector2<Real>,
    ) -> bool {
        let normal = -(character_pos * manifold.local_n1);

        if normal.dot(&self.up) >= 1.0e-5 {
            let prediction = self.predict_ground(dims.y);
            for contact in &manifold.points {
                if contact.dist <= prediction {
                    return true;
                }
            }
        }
        false
    }

    fn handle_slopes(
        &self,
        hit: &HitInfo,
        movement_input: &Vector<Real>,
        translation_remaining: &Vector<Real>,
        normal_nudge_factor: Real,
        result: &mut EffectiveCharacterMovement,
    ) -> Vector<Real> {
        let [_vertical_input, horizontal_input] = self.split_into_components(movement_input);
        let horiz_input_decomp = self.decompose_hit(&horizontal_input, &hit.toi);
        let input_decomp = self.decompose_hit(movement_input, &hit.toi);

        let decomp = self.decompose_hit(translation_remaining, &hit.toi);

        // An object is trying to slip if the tangential movement induced by its vertical movement
        // points downward.
        let slipping_intent = self.up.dot(&horiz_input_decomp.vertical_tangent) < 0.0;
        let slipping = self.up.dot(&decomp.vertical_tangent) < 0.0;

        // An object is trying to climb if its indirect vertical motion points upward.
        let climbing_intent = self.up.dot(&input_decomp.vertical_tangent) > 0.0;
        let climbing = self.up.dot(&decomp.vertical_tangent) > 0.0;

        let allowed_movement = if hit.is_wall && climbing && !climbing_intent {
            // Can’t climb the slope, remove the vertical tangent motion induced by the forward motion.
            decomp.horizontal_tangent + decomp.normal_part
        } else if hit.is_nonslip_slope && slipping && !slipping_intent {
            // Prevent the vertical movement from sliding down.
            decomp.horizontal_tangent + decomp.normal_part
        } else {
            // Let it slide (including climbing the slope).
            result.is_sliding_down_slope = true;
            decomp.unconstrained_slide_part()
        };

        allowed_movement + *hit.toi.normal1 * normal_nudge_factor
    }

    fn split_into_components(&self, translation: &Vector<Real>) -> [Vector<Real>; 2] {
        let vertical_translation = *self.up * (self.up.dot(translation));
        let horizontal_translation = *translation - vertical_translation;
        [vertical_translation, horizontal_translation]
    }

    fn compute_hit_info(&self, toi: ShapeCastHit) -> HitInfo {
        let angle_with_floor = self.up.angle(&toi.normal1);
        let is_ceiling = self.up.dot(&toi.normal1) < 0.0;
        let is_wall = angle_with_floor >= self.max_slope_climb_angle && !is_ceiling;
        let is_nonslip_slope = angle_with_floor <= self.min_slope_slide_angle;

        HitInfo {
            toi,
            is_wall,
            is_nonslip_slope,
        }
    }

    fn decompose_hit(&self, translation: &Vector<Real>, hit: &ShapeCastHit) -> HitDecomposition {
        let dist_to_surface = translation.dot(&hit.normal1);
        let normal_part;
        let penetration_part;

        if dist_to_surface < 0.0 {
            normal_part = Vector::zeros();
            penetration_part = dist_to_surface * *hit.normal1;
        } else {
            penetration_part = Vector::zeros();
            normal_part = dist_to_surface * *hit.normal1;
        }

        let tangent = translation - normal_part - penetration_part;
        #[cfg(feature = "dim3")]
        let horizontal_tangent_dir = hit.normal1.cross(&self.up);
        #[cfg(feature = "dim2")]
        let horizontal_tangent_dir = Vector::zeros();

        let horizontal_tangent_dir = horizontal_tangent_dir
            .try_normalize(1.0e-5)
            .unwrap_or_default();
        let horizontal_tangent = tangent.dot(&horizontal_tangent_dir) * horizontal_tangent_dir;
        let vertical_tangent = tangent - horizontal_tangent;

        HitDecomposition {
            normal_part,
            horizontal_tangent,
            vertical_tangent,
        }
    }

    fn compute_dims(&self, character_shape: &dyn Shape) -> Vector2<Real> {
        let extents = character_shape.compute_local_aabb().extents();
        let up_extent = extents.dot(&self.up.abs());
        let side_extent = (extents - (*self.up).abs() * up_extent).norm();
        Vector2::new(side_extent, up_extent)
    }

    fn handle_stairs(
        &self,
        bodies: &RigidBodySet,
        colliders: &ColliderSet,
        queries: &QueryPipeline,
        character_shape: &dyn Shape,
        character_pos: &Isometry<Real>,
        dims: &Vector2<Real>,
        mut filter: QueryFilter,
        stair_handle: ColliderHandle,
        hit: &HitInfo,
        translation_remaining: &mut Vector<Real>,
        result: &mut EffectiveCharacterMovement,
    ) -> bool {
        let Some(autostep) = self.autostep else {
            return false;
        };

        // Only try to autostep on walls.
        if !hit.is_wall {
            return false;
        }

        let offset = self.offset.eval(dims.y);
        let min_width = autostep.min_width.eval(dims.x) + offset;
        let max_height = autostep.max_height.eval(dims.y) + offset;

        if !autostep.include_dynamic_bodies {
            if colliders
                .get(stair_handle)
                .and_then(|co| co.parent)
                .and_then(|p| bodies.get(p.handle))
                .map(|b| b.is_dynamic())
                == Some(true)
            {
                // The "stair" is a dynamic body, which the user wants to ignore.
                return false;
            }

            filter.flags |= QueryFilterFlags::EXCLUDE_DYNAMIC;
        }

        let shifted_character_pos = Translation::from(*self.up * max_height) * character_pos;

        let Some(horizontal_dir) = (*translation_remaining
            - *self.up * translation_remaining.dot(&self.up))
        .try_normalize(1.0e-5) else {
            return false;
        };

        if queries
            .cast_shape(
                bodies,
                colliders,
                character_pos,
                &self.up,
                character_shape,
                ShapeCastOptions {
                    target_distance: offset,
                    stop_at_penetration: false,
                    max_time_of_impact: max_height,
                    compute_impact_geometry_on_penetration: true,
                },
                filter,
            )
            .is_some()
        {
            // We can’t go up.
            return false;
        }

        if queries
            .cast_shape(
                bodies,
                colliders,
                &shifted_character_pos,
                &horizontal_dir,
                character_shape,
                ShapeCastOptions {
                    target_distance: offset,
                    stop_at_penetration: false,
                    max_time_of_impact: min_width,
                    compute_impact_geometry_on_penetration: true,
                },
                filter,
            )
            .is_some()
        {
            // We don’t have enough room on the stair to stay on it.
            return false;
        }

        // Check that we are not getting into a ramp that is too steep
        // after stepping.
        if let Some((_, hit)) = queries.cast_shape(
            bodies,
            colliders,
            &(Translation::from(horizontal_dir * min_width) * shifted_character_pos),
            &-self.up,
            character_shape,
            ShapeCastOptions {
                target_distance: offset,
                stop_at_penetration: false,
                max_time_of_impact: max_height,
                compute_impact_geometry_on_penetration: true,
            },
            filter,
        ) {
            let [vertical_slope_translation, horizontal_slope_translation] = self
                .split_into_components(translation_remaining)
                .map(|remaining| subtract_hit(remaining, &hit));

            let slope_translation = horizontal_slope_translation + vertical_slope_translation;

            let angle_with_floor = self.up.angle(&hit.normal1);
            let climbing = self.up.dot(&slope_translation) >= 0.0;

            if climbing && angle_with_floor > self.max_slope_climb_angle {
                return false; // The target ramp is too steep.
            }
        }

        // We can step, we need to find the actual step height.
        let step_height = max_height
            - queries
                .cast_shape(
                    bodies,
                    colliders,
                    &(Translation::from(horizontal_dir * min_width) * shifted_character_pos),
                    &-self.up,
                    character_shape,
                    ShapeCastOptions {
                        target_distance: offset,
                        stop_at_penetration: false,
                        max_time_of_impact: max_height,
                        compute_impact_geometry_on_penetration: true,
                    },
                    filter,
                )
                .map(|hit| hit.1.time_of_impact)
                .unwrap_or(max_height);

        // Remove the step height from the vertical part of the self.
        let step = *self.up * step_height;
        *translation_remaining -= step;

        // Advance the collider on the step horizontally, to make sure further
        // movement won’t just get stuck on its edge.
        let horizontal_nudge =
            horizontal_dir * horizontal_dir.dot(translation_remaining).min(min_width);
        *translation_remaining -= horizontal_nudge;

        result.translation += step + horizontal_nudge;
        true
    }

    /// For a given collision between a character and its environment, this method will apply
    /// impulses to the rigid-bodies surrounding the character shape at the time of the collision.
    /// Note that the impulse calculation is only approximate as it is not based on a global
    /// constraints resolution scheme.
    pub fn solve_character_collision_impulses(
        &self,
        dt: Real,
        bodies: &mut RigidBodySet,
        colliders: &ColliderSet,
        queries: &QueryPipeline,
        character_shape: &dyn Shape,
        character_mass: Real,
        collision: &CharacterCollision,
        filter: QueryFilter,
    ) {
        let extents = character_shape.compute_local_aabb().extents();
        let up_extent = extents.dot(&self.up.abs());
        let movement_to_transfer =
            *collision.hit.normal1 * collision.translation_remaining.dot(&collision.hit.normal1);
        let prediction = self.predict_ground(up_extent);

        // TODO: allow custom dispatchers.
        let dispatcher = DefaultQueryDispatcher;

        let mut manifolds: Vec<ContactManifold> = vec![];
        let character_aabb = character_shape
            .compute_aabb(&collision.character_pos)
            .loosened(prediction);

        queries.colliders_with_aabb_intersecting_aabb(&character_aabb, |handle| {
            if let Some(collider) = colliders.get(*handle) {
                if let Some(parent) = collider.parent {
                    if filter.test(bodies, *handle, collider) {
                        if let Some(body) = bodies.get(parent.handle) {
                            if body.is_dynamic() {
                                manifolds.clear();
                                let pos12 = collision.character_pos.inv_mul(collider.position());
                                let prev_manifolds_len = manifolds.len();
                                let _ = dispatcher.contact_manifolds(
                                    &pos12,
                                    character_shape,
                                    collider.shape(),
                                    prediction,
                                    &mut manifolds,
                                    &mut None,
                                );

                                for m in &mut manifolds[prev_manifolds_len..] {
                                    m.data.rigid_body2 = Some(parent.handle);
                                    m.data.normal = collision.character_pos * m.local_n1;
                                }
                            }
                        }
                    }
                }
            }
            true
        });

        let velocity_to_transfer = movement_to_transfer * utils::inv(dt);

        for manifold in &manifolds {
            let body_handle = manifold.data.rigid_body2.unwrap();
            let body = &mut bodies[body_handle];

            for pt in &manifold.points {
                if pt.dist <= prediction {
                    let body_mass = body.mass();
                    let contact_point = body.position() * pt.local_p2;
                    let delta_vel_per_contact = (velocity_to_transfer
                        - body.velocity_at_point(&contact_point))
                    .dot(&manifold.data.normal);
                    let mass_ratio = body_mass * character_mass / (body_mass + character_mass);

                    body.apply_impulse_at_point(
                        manifold.data.normal * delta_vel_per_contact.max(0.0) * mass_ratio,
                        contact_point,
                        true,
                    );
                }
            }
        }
    }
}

fn subtract_hit(translation: Vector<Real>, hit: &ShapeCastHit) -> Vector<Real> {
    let surface_correction = (-translation).dot(&hit.normal1).max(0.0);
    // This fixes some instances of moving through walls
    let surface_correction = surface_correction * (1.0 + 1.0e-5);
    translation + *hit.normal1 * surface_correction
}