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I was trying to implement a btKinematicCharacterController with a lot of difficulty until I figured out the up vector is oddly set to (1.0, 0.0, 0.0) by default and it should probably be (0.0, 1.0, 0.0). Even after I figured that out, there were still some issues with it.
The collision shape is rotated, even when changing the up vector. I've tried with both capsule and cylinder, but the x direction seems to be the taller direction
btPairCachingGhostObject doesn't interpolate, so its forced me to stop using my fixed timestep for physics. It doesn't use a motion state, and therefore doesn't use interpolation. It does have a getInterpolationWorldTransform() but that seems to return an identity transform.
When calling jump, the position of the ghost body will become (nan, nan, nan)
I would patch these myself, but I'm not familiar with the Bullet code-base at all.
This discussion was converted from issue #891 on April 26, 2021 03:53.
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I was trying to implement a btKinematicCharacterController with a lot of difficulty until I figured out the up vector is oddly set to (1.0, 0.0, 0.0) by default and it should probably be (0.0, 1.0, 0.0). Even after I figured that out, there were still some issues with it.
The collision shape is rotated, even when changing the up vector. I've tried with both capsule and cylinder, but the x direction seems to be the taller direction
btPairCachingGhostObject doesn't interpolate, so its forced me to stop using my fixed timestep for physics. It doesn't use a motion state, and therefore doesn't use interpolation. It does have a getInterpolationWorldTransform() but that seems to return an identity transform.
When calling jump, the position of the ghost body will become (nan, nan, nan)
I would patch these myself, but I'm not familiar with the Bullet code-base at all.
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