I am confused now.
class CustomVehicleControllerBodyStateTire is a sub class of CustomVehicleControllerBodyState:
which has assessor methods for all of its members
- Code: Select all
class CustomVehicleControllerBodyState: public dComplemtaritySolver::dBodyState
{
public:
CUSTOM_JOINTS_API dFloat GetMass () const;
CUSTOM_JOINTS_API const dMatrix& GetMatrix () const;
CUSTOM_JOINTS_API const dMatrix& GetLocalMatrix () const;
CUSTOM_JOINTS_API const dVector& GetCenterOfMass () const;
...
the hardpoint of the tire is located at the m_localMatrix.m_poit, which is the reference point of that object (not to be confused wi the center of mass of that objects).
does not that gives you to the information you seek?
On the vehicle model with the analog control. yes the vehicle is not the simplistic raycast tire model that is implemented by the commercials game physic engine out there.
The Newton Vehicle model is capable of producing realistic grade Simulation.
The more realistic your values and your controller the most accurate the simulation becomes.
I have to cut some corners in the demos because for most people I need to present a model that can be driven by a keyboard, but the model is not a joke it is an actually physically based physic model
where all behavior are expected to emerge bottom up from the physical simulation rather than be imposed top down like when people do the ray cast stuff.
One thing I want to add to the model is the assisted control driver,
these are completed assign that prevent vehicle from lose control when power slide.
Anyway maybe you can make a video when you have a vehicle that you feel you can drive decently with your controls.
has you tried any drift, yet?