So the sydney character seem to 'fall' along the X axis and when I press Jump, she jump along X as if the gravity was set along X
I done some fixies in the irrbullet wrapper to make it compiles against bullet 2.88, does have make mistakes? If so you do you guys managed to make it work correctly?
Bonus question: how do you managed to do collisions with an FPS Camera?
Here are the changes done in the IKinematicCharacterController class
Code: Select all
void IKinematicCharacterController::setUpAxis(const irr::core::vector3df& axis)
{
// old: Character->setUpAxis(axis);
Character->setUp(irrlichtToBulletVector(axis));
}
// ...
void IKinematicCharacterController::setGravity(irr::f32 gravity)
{
// old: Character->setGravity(gravity);
Character->setGravity({0, gravity, 0});
}
// ...
irr::f32 IKinematicCharacterController::getGravity() const
{
// old: Character->getGravity();
return Character->getGravity().getY();
}
https://github.com/danyalzia/irrBullet
Bullet 2.88
irrlicht 1.9