From: Paolo G. <gh...@me...> - 2012-10-03 20:18:47
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thanks for the quick reply.. I wish made a new thing, a new test... I modified this: // compute suspension travel RtTrackGlobal2Local(car->trkPos.seg, wheel->pos.x, wheel->pos.y, &(wheel->trkPos), TR_LPOS_SEGMENT); wheel->zRoad = Zroad = RtTrackHeightL(&(wheel->trkPos)); with my personal function to raycast but 2 questions: the wheel.pos is the position in world coordinates to the center of the wheel, and after zRoad is the world coordinate z for the xy point, so in my case, the ray hit the world at zRoad z coordinate.. merci beaucoup et bonne soireè! Paolo Il giorno 03 ott 2012 alle 22:04, Xavier Bertaux <ber...@ya...> ha scritto: Le 03/10/2012 21:57, Paolo Ghibaudo a écrit : > hi all! > i'm newbie from this, congrats all to the immense job behind SD... > I have a question.. I'm playing with the SD code to understand it and > I'm trying to put a 3d track instead a track like torcs.. > to do this I need to substitute all the functions that check the > distance and the normals from the wheel to the ground with a raycast. > I've encountered some problems: > where is managed this contact? I found on wheel.cpp, where check the > distance, but for example is not considered the ray of the wheel and I > suppose that the wheel position indicates the center of the wheel.. > Hi Paolo, you'll have a problem, the entire 3D positioning, collision, etc. is handled by the simulation code. Management track with just 3D (no xml) can not be run by robots including the player. For the contact, it's managed by simu module. Cheers Xavier |