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This repository has been archived by the owner on Nov 29, 2022. It is now read-only.
Hello there, I noticed a problem which currently forces me to use dynamic RigidBodys for turnable turrets, which isn't ideal.
I wrote this test program:
When a RigidBody::Dynamic is used, the cube correctly turns in the direction of the target position. When a KinematicVelocityBased body is used, the cube additionally moves in an elliptical pattern until it arrives at its target rotation.
Note that the KinematicVelocityBased body actually turns correctly when placed at the origin of the world [0, 0, 0].
I could be that I just understood this type of RigidBody incorrectly or I did something wrong in my rotation code, if so, please let me know.
The text was updated successfully, but these errors were encountered:
I have tried reproducing the behaviour using bevy_rapier3d by just converting the rotation quaternion to a scaled axis. I did not observe the erroneous behaviour in that version.
jcornaz
changed the title
KinematicVelocityBased moves when it should only rotate
KinematicVelocityBased rotation is applied in world-space instead of object-local-space
May 19, 2022
Hello there, I noticed a problem which currently forces me to use dynamic
RigidBody
s for turnable turrets, which isn't ideal.I wrote this test program:
When a
RigidBody::Dynamic
is used, the cube correctly turns in the direction of the target position. When aKinematicVelocityBased
body is used, the cube additionally moves in an elliptical pattern until it arrives at its target rotation.Note that the
KinematicVelocityBased
body actually turns correctly when placed at the origin of the world [0, 0, 0].I could be that I just understood this type of
RigidBody
incorrectly or I did something wrong in my rotation code, if so, please let me know.The text was updated successfully, but these errors were encountered: