Exemplo n.º 1
0
void	btRaycastVehicle::updateWheelTransform( int wheelIndex , bool interpolatedTransform)
{

    btWheelInfo& wheel = m_wheelInfo[ wheelIndex ];
    updateWheelTransformsWS(wheel,interpolatedTransform);
    btVector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS;
    const btVector3& right = wheel.m_raycastInfo.m_wheelAxleWS;
    btVector3 fwd = up.cross(right);
    fwd = fwd.normalize();
//	up = right.cross(fwd);
//	up.normalize();

    //rotate around steering over de wheelAxleWS
    btScalar steering = wheel.m_steering;

    btQuaternion steeringOrn(up,steering);//wheel.m_steering);
    btMatrix3x3 steeringMat(steeringOrn);

    btQuaternion rotatingOrn(right,-wheel.m_rotation);
    btMatrix3x3 rotatingMat(rotatingOrn);

    btMatrix3x3 basis2(
        right[0],fwd[0],up[0],
        right[1],fwd[1],up[1],
        right[2],fwd[2],up[2]
    );

    wheel.m_worldTransform.setBasis(steeringMat * rotatingMat * basis2);
    wheel.m_worldTransform.setOrigin(
        wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength
    );
}
Exemplo n.º 2
0
void VehicleBody::_update_wheel(int p_idx, PhysicsDirectBodyState *s) {

	VehicleWheel &wheel = *wheels[p_idx];
	_update_wheel_transform(wheel, s);

	Vector3 up = -wheel.m_raycastInfo.m_wheelDirectionWS;
	const Vector3 &right = wheel.m_raycastInfo.m_wheelAxleWS;
	Vector3 fwd = up.cross(right);
	fwd = fwd.normalized();

	//rotate around steering over de wheelAxleWS
	real_t steering = wheel.steers ? m_steeringValue : 0.0;

	Basis steeringMat(up, steering);

	Basis rotatingMat(right, wheel.m_rotation);

	Basis basis2(
			right[0], up[0], fwd[0],
			right[1], up[1], fwd[1],
			right[2], up[2], fwd[2]);

	wheel.m_worldTransform.set_basis(steeringMat * rotatingMat * basis2);
	//wheel.m_worldTransform.set_basis(basis2 * (steeringMat * rotatingMat));
	wheel.m_worldTransform.set_origin(
			wheel.m_raycastInfo.m_hardPointWS + wheel.m_raycastInfo.m_wheelDirectionWS * wheel.m_raycastInfo.m_suspensionLength);
}