A01011010 / vdrift-ogre

Automatically exported from code.google.com/p/vdrift-ogre
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Wheels as cylinders #224

Open GoogleCodeExporter opened 9 years ago

GoogleCodeExporter commented 9 years ago
Currently wheel is just 1 ray cast and that's all. Works good for small wheels 
hidden inside car.
For cars like a buggy or monster truck we need a cylinder.
Wheels there are outside car and can collide with anything. Need a cylinder 
collision for them. No idea if rigid body or just collision shape. Since we 
need the suspension simulation code (not from bullet).
Might try cylinder sweep test to get collision point and normal (but would be 
many) but collision for wheel is also needed.
Maybe could be better to have a custom material callback, no idea.
This is probably quite difficult.

Original issue reported on code.google.com by Cry...@gmail.com on 7 May 2013 at 3:21

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Info where in code
http://vdrift.net/Forum/showthread.php?tid=1721

Original comment by Cry...@gmail.com on 19 Nov 2013 at 2:51

GoogleCodeExporter commented 9 years ago
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GoogleCodeExporter commented 9 years ago
Branch cylinder-wheels.
Has now create and update of those cylinder wheel shapes working.
And also WheelContactCallback which ignores their contact at bottom, lower 
half, where cast ray hits.
Need to tweak this, it still has those huge jumps when car is on side, eg. on 2 
left wheels etc.
Also, difficult but, could try collision result from those cylinders instead of 
rays, would be better.

Original comment by Cry...@gmail.com on 25 Feb 2014 at 2:56

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Original comment by Cry...@gmail.com on 2 Apr 2014 at 11:43