rec.autos.simulators

Wheel to track collision detection

Ruud van Ga

Wheel to track collision detection

by Ruud van Ga » Sat, 08 Feb 2003 00:09:29

On Wed, 05 Feb 2003 17:56:00 +0100, Sebastien Tixier

...

Do you have a triangle vs box one? I still have problems generating
(enough) contact points for those.

Interesting stuff... It's that I suck at rallying on consoles,
otherwise I'd play VR3 a bit more. :) (it looks very good)

Ruud van Gaal
Free car sim: http://www.racesimcentral.net/
Pencil art  : http://www.racesimcentral.net/

Ruud van Ga

Wheel to track collision detection

by Ruud van Ga » Sat, 08 Feb 2003 00:14:33

On Wed, 5 Feb 2003 15:01:00 -0000, "Ashley McConnell"


>> If you have a car orientation matrix, it's just the Y vector from that
>> matrix.

>Yep, thats what I meant, directly down in tyre co-ordinates :)

Ah, hehe, ofcourse. :)

If you mean the left & right side of the tire, there's a big chance
they'll hit the same tri as well. Or you could force it to. ;-)
(just hit the tri's plane to come up with left/right approximations
instead of really raytracing multiple times; good enough for
temperature stuff I'd guess).

It's not that much to incorporate I think; in case of a miss, try the
enclosing node. If not, shoot down the entire tree again. Something
creative like that.

No, I create patches (admittedly helped by TrackEd) from the polygonal
data. Those are combined to give a 3D Catmull Rom patch. So I have a
bunch of left-right lines, which define the control points of the
patch. No need to get this info directly from Max.

Hm? I thought you were the droid from Aliens. ;-)

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Ruud van Ga

Wheel to track collision detection

by Ruud van Ga » Sat, 08 Feb 2003 00:16:12


That depends mostly on your physics rate. At 1000Hz, things like
diving through the track don't happen all that quickly.
Also note that my rays do start about 1m above the wheel (and point
downwards) to indeed avoid starting *below* the road (and missing it).

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/

Sebastien Tixie

Wheel to track collision detection

by Sebastien Tixie » Sat, 08 Feb 2003 03:45:51



>On Wed, 05 Feb 2003 17:56:00 +0100, Sebastien Tixier

>...
>>The i had a intersection test between 2 OBBTrees. At the end i have a
>>list of couple of things to test : triangle vs triangle , ray vs
>>triangle, ray vs box etc...

>Do you have a triangle vs box one? I still have problems generating
>(enough) contact points for those.

yep , hmm, have to go home send me an email tomorow and i'll send you
one :)

Sebastien TIXIER - Game Developer
Dynamics and Car Physics
http://www.eden-studios.fr
GPLRank Normal:-44.24   Monster:-124.44
LFS GTI Online          1:31:02
LFS GTI Offline (HLVC)  1:31:38

Alex Smit

Wheel to track collision detection

by Alex Smit » Sat, 08 Feb 2003 05:27:04



> >The thing that I've been worried about is responding to the change in
> >terrain quick enough to avoid penetrating right through the track.

> That depends mostly on your physics rate. At 1000Hz, things like
> diving through the track don't happen all that quickly.
> Also note that my rays do start about 1m above the wheel (and point
> downwards) to indeed avoid starting *below* the road (and missing it).

What happens if the car turns upside down?
Ruud van Ga

Wheel to track collision detection

by Ruud van Ga » Sat, 08 Feb 2003 20:13:50

On Thu, 6 Feb 2003 20:27:04 +0000 (UTC), "Alex Smith"





>> >The thing that I've been worried about is responding to the change in
>> >terrain quick enough to avoid penetrating right through the track.

>> That depends mostly on your physics rate. At 1000Hz, things like
>> diving through the track don't happen all that quickly.
>> Also note that my rays do start about 1m above the wheel (and point
>> downwards) to indeed avoid starting *below* the road (and missing it).

>What happens if the car turns upside down?

The box of the car body will prevent the car from sinking into the
road. At that point, the tires don't matter anymore.

Ruud van Gaal
Free car sim: http://www.racer.nl/
Pencil art  : http://www.marketgraph.nl/gallery/


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