Velocities (linear & angular) of kinematic bodies are not integrated into positions by Bullet world step itself. It seems it's done on purpose and we must integrate ourselves, but my question is why ? Finally we would like kinematic bodies to be integrated the same ways bodies are (so with the same algorithm), wouldn't we ? Moreover, how collision detection is done between kinematic and dynamic bodies ? For example setting body position each frame does not break continuous collision detection nor contact persistency ? Linear velocity is not used during one way collision detection between kinematic & dynamic bodies ? In my mind I would really like velocities of kinematic bodies integrated not by myself but by physic engine itself (as some integration equation can differ between my implementation and engine's one), some specific processes may be hidden to users so its own velocity integration implementation can be wrong with some internal physic engine methods.
Tell me if I'm wrong (may be this is just a bug...). Thanks for reply, and merry christmas
Ro