[ODE] Programmer request (car physics)

Pancini, Ettore epancini at ferrari.it
Thu Jul 29 11:53:37 MST 2004


i currently do like this:


linearVelocity = tyre->GetLinearVelocity(); //uses dBodyGetLinearVel
angularVelocity = tyre->GetAngularVelocity(); //uses dBodyGetAngularVel

v = linearVelocity.length() + angularVelocity.length()
slip = 0.04 * v;

fdir1 = linearVelocity.Normalize();



from what i understand i should:
- not use angularVelocity or at least reduce it's weight
- better using car->GetLinearVelocity() ?
- set slip1 to zero

suppose a car with front traction. should I set slip only for 
the two wheels with traction or for the whole four wheels?

i'm sorry if questions sound silly. i'm really not prepared in physics

thanks, 
/ettore



-----Original Message-----
From: ode-bounces at q12.org [mailto:ode-bounces at q12.org]On Behalf Of Jon
Watte
Sent: giovedì 29 luglio 2004 10:05
To: Andrzej Szombierski; ode at q12.org
Subject: RE: [ODE] Programmer request (car physics)



> Use dBodyGetVelocityAtPos (or something like this) to get the linear 
> velocity at the contact point. Then calculate the length.

The velocity at the contact point for a wheel with traction will 
always be 0 (almost by definition!). I use dBodyGetLinearVelocity() 
(for the center) and it seems to work OK.

Cheers,

			/ h+


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