Code: Select all
hitNormalWorld = m_hitCollisionObject->getWorldTransform().getBasis()*convexResult.m_hitNormalLocal;Code: Select all
btTransform startTransform;
startTransform.setIdentity();
startTransform.setOrigin(btVector3(playerPosition.x, playerPosition.y + 2, playerPosition.z));
ghostObject = new btPairCachingGhostObject();
ghostObject->setWorldTransform(startTransform);
btScalar characterHeight = 1.2f;
btScalar characterWidth = 0.3f;
characterCollision = new btCapsuleShape(characterWidth, characterHeight);
ghostObject->setCollisionShape(characterCollision);
ghostObject->setCollisionFlags(btCollisionObject::CF_CHARACTER_OBJECT);
btScalar stepHeight = btScalar(0.35);
character = new btKinematicCharacterController(ghostObject, characterCollision, stepHeight);
physics->addCollisionObject(ghostObject, btBroadphaseProxy::CharacterFilter, btBroadphaseProxy::StaticFilter|btBroadphaseProxy::DefaultFilter);
physics->addAction(character);Thank you in advance.