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Wacky behaviour with car template, and AABB

 
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dans
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PostPosted: Mon Jun 27, 2005 4:01 pm    Post subject: Wacky behaviour with car template, and AABB Reply with quote

Hi Luke,

Ive finally got around to using trueaxis and i must say i am impressed with the speed and flexibility. Thanks for making this available for free for us mere mortals.

Now if I could bother you to ask a few questions,

I have coded up an example, actually replacing some ODE code with some TrueAxis code to sim a car. I have used the CarTemplate example supplied with the SDK but have been tuning to my own needs.

I have come across a problem where I must set wheel.v3SuspensionBottom to some minimum distance less than wheel.v3SuspensionTop. (Seems to be around -0.5f) or the wheel seems to pop into the cars local origon and dont respond to control updates.

Could this be that the wheels are intersecting with the cars Collision Hull and basically collapse to 0,0,0 or is it possible there is something more sinister at work. Obviously it could be my code related, however i though that asking you might give a more obvious solution. As I said its byte for byte the car example code excepting the RaceAI stuff and Track Stuff. - Only tweeking values.

My Second question is relating to Static Collision Objected, Triangle Lists, it seems that the only way is to generate this list is by iterating over all my vertex's and using AddVertex() on each one. Is there another method somewhere that i can just set a pointer to the array of vertex. Much like is done with the AddPolygon() method.

Third and final question... Im not clear on the AABB works - Is it position of AABB then extents so that

Code:

AABB(Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 1.0f));

would give a box that is 2,2,2 in size? or would that box be 1,1,1 in size?


Thanks for the advice Smile
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luke
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Joined: 15 Oct 2004
Posts: 621

PostPosted: Mon Jun 27, 2005 11:58 pm    Post subject: Reply with quote

Moving the SuspensionBottom from -1.0f to -0.5f in the car demo will bring the suspension bottom fully inside the cars collision. This will force the wheels to always be higher then the bottom of the car so that they can't hit the ground.

However, the wheels should not pop to the cars local origin. This might be a bug todo with something not being properly set in this case.

The extents of an AABB are from the center to a corner. Therefore your aabb,
Code:
AABB(Vec3(0.0f, 0.0f, 0.0f), Vec3(1.0f, 1.0f, 1.0f)); 

would bb 2,2,2 in size.
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