Newton 2 - MultiBodyVehicle - tyre problem

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Newton 2 - MultiBodyVehicle - tyre problem

Postby Aphex » Tue Sep 02, 2008 5:12 pm

Hi all,

Has anyone here created a multibody vehicle joint with the chassis body *not* having the identity matrix?
When I do this, the wheels seem to disregard the parent body matrix and always align to the identity (i.e. 'heading' zero).
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Re: Newton 2 - MultiBodyVehicle - tyre problem

Postby JernejL » Tue Sep 02, 2008 6:06 pm

you need to set the wheel pin direction.
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Re: Newton 2 - MultiBodyVehicle - tyre problem

Postby Aphex » Wed Sep 03, 2008 3:30 am

Do you know where I can set this? The CustomMultiBodyVehicleAddTire method just takes a local position... I was presuming it used a crossProd of the vehicle body up & fwds vectors supplied in CreateCustomMultiBodyVehicle.
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Re: Newton 2 - MultiBodyVehicle - tyre problem

Postby Dave Gravel » Wed Sep 03, 2008 2:38 pm

Here.
// Multi rigid BodyCar controller functions
JOINTLIBRARY_API CustomJoint *CreateCustomMultiBodyVehicle (const dFloat* frontDir, const dFloat* upDir, const NewtonBody* carBody);

frontDir, upDir change the pin.
If you use a mesh to create the vehicle body, it depending from the default mesh axis too.
You can need to change it in a modeler or from your mesh loader.

i'm not sure that is what you need to know but maybe it can help you.
Good luck.
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Re: Newton 2 - MultiBodyVehicle - tyre problem

Postby Aphex » Wed Sep 03, 2008 3:29 pm

Ahhh - after looking more closely at the jointlib code I can see: the up & fwd vectors supplied to CreateCustomMultiBodyVehicle should be in world space :roll: .

Cheers for the replies!
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